December 1987
S2.95U.S.
S3.95 Canada
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k "Finaify, The Right Stuff "
-^^ \(^)\. -NY Times (Aug. 25, 1987)
s^
1987)
Strap yourself into Chuck Yeager's Advanced Flight Trainer"
The only flight simulation co-designed by the greatest test
pilot ever. And with action so fast, even experienced pilots
'auger in! The right stuff is nght here.
Test the limits of 14 different
aircraft using Yeager's own
evaluation checklist. From the
classicWWI Sopwith Camel to
themach-speedSR-71 Black-
bird. Push the experimental
XPG-12 to the edge of space.
Fly formation on Yeager's wing
through Dead Man's Slalom.
Catch the breathtaking fear of
a Hammerhead stall, the
adrenaline rush of an aiteron
roll.the thrill of your first
Cuban 8.
Race computer opponents
through white-knuckte
courses. Bolt past obstacles
and run narrow gates. Skim
the ground at top speed, wing-
to-wing with your hval.View
the action from a chase plane
or the tower
Seat-of-the-pants flying in
(he only simulation with over
forty years of experience.
Yeager insisted on actual air-
craft specs and his own flight
evaluation charts. Climb into
the cockpit and see if you've
got the 'right stuff
HOW TO ORDER: Visit your relailer or call BOO-
STS- 4525 for direct VISA or MasterCard orders
(in CA call B0O-562-1II2) The direct order
price IS S39 95 for the IBM version and $34.95
for '.lie C64 version. Send s US. check or
money order to Eiectronic Arts Direct Sales.
VO Box 7530. San Mateo, CA 94403 Add
$3 lor stiipping and handling (S5 Canadian).
Please allow I -2 weeks for US delivery Coming
tor the Apple II, IBM is a registered trademark
of International Business Mactiines. Inc, 064 is
a registered trademark of Commodore
Electronics Liimled. Software £1987 Ned Lemer.
PHOTO COURTESY NORTHROP AVIATION/ALLEN OUINM
Headline quote f 1987 by The t^tew York Times Company,
Reprints by permission
ELECTRONIC ARTS®
GIVE YOUR COMMODORE
A FLEET TO COMMAND!
Fleet System 2+ and 4 are powerful, easy to use and
inexpensive. Both Fleet System 2+ for your Com-
modore 64 and Fleet System 4 for your Commodore 128
include an Integrated Dictionary and Thesaurus.
The 90,000 Word Dictionary is the largest and fastest
available for the C64/128 and will spell check a ten page
document In just 45 seconds. There's even room for an
additional 10,000 "Custom" words! The Integrated The-
saurus provides thousands of synonyms ("like" words)
and antonyms ("opposite" words) instantly!
Fleet System 2+ and 4 have many other attractive
features such as: Extra Text Areas, Mall Merge, Preview
Fleet
': Filer^
Fleet
System 2V
■.Fleet
\ Filer"
AFSlsa—
•
System 4 ^^
$599s
*PSI=~
"A" Rating.
- Run Magazine, March, 1987.
Function and the ability to Insert, Delete and Move Text
easily.
Now Fleet System 2 + and 4 are easier to use than ever!
You'll find it much easier to use your C64 with such Fleet
System 2 + features as: Pop-Down Menus for easy access
to all functions, Ability to Cut and Paste by words, sen-
tences or paragraphs, Built-in Disk Utilities and enhanced
printer support.
If you are a C128 user. Fleet System 4 offers such powerful
features as: Help Screens, Ram-Expansion Support, and
On-Screen Bold and Underline in Preview to Screen.
Fleet Filer with Fleet System 2 + and 4 at no extra cost!
Fleet Filer is a super-fast, menu-driven database that
handles up to 5,000 records and 20 text or numeric fields.
In addition. Fleet Filer will sort records and input/output
information to Fleet System 2+ , 4 and most major word
processors. Fleet Filer can also be purchased separately
for only $39,95.
For more information, or the name of the dealer nearest you
call: 1-800-343-4074.
S7995
PSI
Professional Software, Inc.
51 Fremont Street
Needham, MA 02194
(617)444-5224
Reel System 2 + , 4 and Fleet HIer are designed and written by Visiontronics Group Inc.
Commodre 64 and 128 are registered trademarks of Commodore Electronics Ltd.
N
AHNG MUSIC iUS
NEVER BEEN EASIER.
Suddenly, you're o rock star. Screecti-
ing, pulsating, tti robbing with sound. You're
playing music on your computer. Ttiere's on
invisible band in your bedroom. Your parents
don't understand you anymore— and you
like it!
What happened? Yesterday you didn't
know 0 treble clef from o tuba. Today you're
creating mistake -free music on multiple in-
struments. You've discovered the fsvolulion-
ary program with musical intelligence.
You've discovered Instant Music.'"
c
REATE COUR-CODED
COMPOSITIONS.
With Instant Music you con actually see
the music you're playing with color bars that
appear on your screen. Featuring over o
dozen instruments to choose from, you se-
lect the ones you want lo use. Just move
your joystick or mouse to draw in lines of
music. It's that simple.
You can compose, too. Instant Music
lets you copy and paste, even erase your
musical ideas. So improvise and synthesize.
Screen sfiol leprescms C64 version
Experiment with different arrangements or
choose from 40 built-in songs — jazz, reg-
gae, even classical.
F
ROM SOLO EXPRESSIONS
TO JAN SESSIONS.
open your concert with a boss guitar
solo. Then rip into a real-time rock oul and
jam with the interactive bond inside your
computer. Play up lo three instruments of
one time. And for really awesome effects,
play out through a MIDI keyboard. The sound
will blow your socks off!
"ITS ONLY ROCK'N'ROU"
OISK INCLUDED
Jam-packed with over 50 rock tunes
from the 'SOs to Now. (Included witti C64
version ONLY.)
H
OW TO ORDER:
I VISIT YOUR RETAILER OR CALL BOO-245-4525 FOR DIRECr
VISA OR MASTERCARD ORDERS (IN CACALL 800 662 1112) The
Direcl Price is S29.95 for the 064 version. Apple lies and Arrriga
versions S49.95 To buy ty moil, send check or money orfler to
EJeclronic Arts. Direcl Soles, P,0 Box 7530, Son Maieo. CA 9'1403
Adrl S3 lor shipping and hondling (S5 ConoOion) There is o M-doy,
mcfiey-back guororMee on direcl orders instant Music ond
It's Onfy Roct^'n'RrjII ore trademorks ol Eleclionic Arrs
INSTANT NUSiC.
THE POWER TO PLAY.
ELECTRONIC ARTS^
Commodore
mncnziHE
DECEMBER 1987, Volumes, Number 12
FEATURES
LITTLE NAMES BEHIND THE BIG NAMES 84
Behind every great program is a long-working dedicated
programmer. Here are the thoughts and tales of three of them.
by Gary V Fields
COVER STORY
BEST OF 1987 65
From productivity to music and from hardware to arcade games,
here are our reviewers' choices for the top software and hard-
ware of 1987.
COVER PHOTO: Chuck Bartholomew
Computer Graphics: Kara Blohm
DEPARTMENTS
LEHERS
NEWS
TIPS & TRICKS
Hints for Fun and Utility
Compiled by Louis F. Sander
Amiga Tips & Tricks
Compiled by Tim Jones
SOFTWARE REVIEWS
Talking Coloring Book by Gary V. Fields
Legacy of the Ancients by Russ Ceccola
Up Periscope by Mark Cotone
Lurking Horror by Russ Ceccola
Buyer's Guide To Dvorak Keyboard Software by Rich Budnick
Sigma 7 by Scott A. May
P.J£. by Matt Blais
Superstar Hockey by Mark Cotone
Digal by Tim Jones
ADVENTURE ROAD
Animated Adventuring In Maniac Mansion byShayAddams
TELECOMMUNICATIONS
Inside Q-Link by Robert W. Baker
4
8
16
18
24
26
30
34
38
40
42
44
46
48
52
TECHNICAL TIPS
Auto-Con by Buck Childress
128 USERS ONLY
128 Mode: Big League Baseball by Mark Jordan
GRAPHICS CONTEST ANNOUNCEMENT
AMIGA UPDATE
Amiga Public Domain by Gratiam Kinsey
AmigaBASIC Tutorial by Tim Jones
GAME PROGRAMS
Cross- Search by Thomas Hayes
JIFFIES
Compare-PGM by Michael D. Leidel
HOW TO ENTER PROGRAMS
MAGAZINE ENTRY PROGRAMS
ADVERTISERS' INDEX
88
94
100
108
132
134
136
COMMODORE MAGAZINE 3
-TSP
LETTERS
lb the Editor
While most are quite excellent in their
topic, one must admit that at least some of
the articles in your pages are, well, "eso-
teric." The piece "What Happened to the
Computer Revolution?" by Dan Gutman
(September Commodore Magazine), how-
ever, was ffiore than just "computer-eso-
teric." That article has historical, socio-
logical and philosophical value to such ex-
tent that I was able to get my wife to read
it, as much of a computer-hater she has
become over the years!
One point has me a bit confused. Gut-
man says that the "personal computer
first hit the market in 1977." I assume he
means the "all-in-one-piece" PET
2001/8K as "S-100" type computers were
available several years before that and
some of us would argue, clumsy as they
might have been, those "earlier"
machines should be called "personal
computers."
I bought the first PET to hit Houston —
serial number 000058! I am almost certain
that purchase was made in late 1976.
Some years ago, sadly, I decided to throw
out all check stubs once three years old, so
I was unable to find a dated document
which would prove that. A year or so later
the new "full-si2ed keybcai'd" PET 2001-
16N showed up in an Ancrona store and I
soon bought a (then) new 2001-16N, with
a 2040 disk drive and a 2022 printer. I
think that newer equipment was bought
in '77, maybe early 78!
I might argue that there is one feature
of the Commodore computer line which
seems to have been dropped from new de-
signs (although 1 think it is still present in
the 64?). That is the "PUP' (Parallel User
Port). Now I realize only a relatively smeill
percentage of Commodore's customers can
use the PUP, but those of us who can
would be hard-pressed to try to interface
the other "outputs" from the machines to
do the same things! That is the PUP has
special attributes which make it very nice
for "hackers," as its 8 bits can be individ-
ually programmed to function as either
inputs or outputs, even simultaneously.
That makes it super for "hacker work."
Sincerely,
Jan Rowland
Houston, TX
Editorial Response: Well, we dug back,
and talked to some old custor?}ers, and it
looks like you are correct. The fust PETs
were delivered at the end of 1976, not 1977
as we stated. Our compliments on your
memory. You'll ako be happy to know that
although we've shortened the name to the
User Port, the parallel user port or 'PUP"
is still on the Commodore 64C and the
Commodore 128 and 128D. We agree that
it is a hacker's delight, and in fact, we've
been running a series of articles providing
instruction and projects for use with the
User port.
lb the Editor:
1 just wanted to compliment you on the
fine work that was put into the September
1987 issue. I thought that Dan Gutman's
article on the Computer Revolution was
excellent and found it fascinating as he
compared it to other revolutions. As a de-
voted 64 owner, I also liked Gary Fields
article about MicroProse, the king of sim-
ulation and found it fascinating as well. I
never thought a software company put so
much care into their products as described
in the article, but I guess since Micro-
Prose's software is excellent, such care is
needed. Thanks again for the fine issue
and keep up the good work.
Sincere/)',
Mitch Franchini
Harrisburg, PA
Tb the Editor:
1 think you should retract your state-
ments concerning biorhythms and astrol-
ogy programs in "Saturday Night Soft-
ware" (July Commodore Magazine}. I
have contacted both Astrolabe and Zephyr
Services to no avail.
Sincerely,
Kirby Logan
Clinton, TN
Editorial Response: We apologize for the
error. The programs mentioned from
Astrolabe and Zephyr for biorythms and
astrology are not available for Commodore
computers. However. Fun Biorhythms is a
64 biorythms program available for $9.95
from Free Spirit Software, 538 S.
Edgewood, LaGrange, IL 60525; (312)-
352-7323. In addition. Matrix software
carries a complete line of astrology pro-
grams for the Commodore 64, ranging in
price from $30-500. Astro*Tklk ($39.95) is
a good introductory package which pro-
vides complete "readings" as well as house
positions and rising signs. For more in-
formation, contact Matrix Sofhuare.
315 Marion Ave., Big Rapids, MI 49307;
(616)-796-2483.
Comi
mocRzinE
M % §
Publisher
Julie Bauer
Assistant to the Publisher
Amanda K. Wappes
Managing Editor
Jim Gracely
Assistant Editor
Susan R. West
Assistant Technical Editor
Mike Rivers
Art Director
Gwenn Knapp
Assistant Art Director
Wilson Harp
Production Manager
Jo-Ellen Temple
Circulation
Kenneth F. Battista
Advertising Coord inotor
Rebecca Cotton
Advertising Representatives
SOUTHEAST, SOUTHWESTAND WEST COAST
Warren Langer, Spencer 0, Smith
Warren Longer Associates
9320 NW 2nd Street
Coral Springs, FL 33071
Advertising Inqulnes Only
305/753-4124
MIDWEST, NORTHEAST AND CANADA
Pamela Stockham
700 River Rood
Fair Haven, NJ 07704
201/741-5784
Commodore Magizine, Volume 8. Numbef 12. December
1987.
Commodore Magazine is publlshM moiilhly by Commo-
dore Magajine Inc.. 1200 Wilson Drive, Wesl Chester. PA
19380. U.S.A. U.S. subscnbef rate Is S35.40 per year;
Canadian subscriber rate is $45.40 per ye^r; Overseas sub-
scriber rate is $65.00 per year. Questions concerning sub-
scription should be directed to Commodore Magazine Sub-
scription Deparlment. Box 651, Holmes, Pennsylvania
19043. Phone (800) 345-8112. In Pennsylvania (800)
662-2444. Copyright i 1987 by Commodore Magazine Inc.
Ail rights reserved.
CBM. PET, VIC 20, and Commodore 64 are registered
trademarks of Commodore Electronics Lid. Super PET and
Commodore 128 are trademarks of Commodore Electronics
Ltd. Amiga' is a registered trademark o! Commodofe-Amjga.
ABC Membership applied for.
4 DECEMBER 1987
UMW M©[LD©MS F^©M
ran^HiW^iHi
, viBt v«Wt»_
r^.
L-.--,-=*i :
^^^^
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rsr*
v.
-m^^
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fS^»
: *» V 'J
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MICROILLUSIONS' OFFERS:
»//^^
For Amiga, C64/128 and MS DOS:
FAERYTALE ADVENTURE Todoy s hottest gome! / BLACK JACK ACADEMY/ ROMANTIC ENCOUNTERS AT THE DOME.
For Amigo ond soon for C64/128 ond MS DOS:
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For Amiga:
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r
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1571 DISK DRIVE.. $229.00
2002 MONITOR .............,.....:..$269.00
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COMMODORE
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1802C MONITOR ...............
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Leader Board SJ9.95
Leader Board Tourn. Disk $16.95
ACCOLADE
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•Comix $24.95
Hard Ball $22.95
Killed Until Dsad SCALL
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ACTIONSOFT
Up Periscope $24.95
Thunder Chopper $24.95
ACTI VISION
tNTtHTAlSMtNT sorrwARE
•AHans $24.95
' Championship Baseball ,$27.95
■ Championship Foolbail ,,$27,95
Gamemaker Sctti Library ,.$15,95
GamemaKer Sports US ,..-$!5.9S
Garry Kitchen's Gm'makr $24.95
GBA Basketball 2 on 2 $24.95
• Gamemaksr Pacttage
with all Ubrarys $33.95
I am the 64 $21.95
I am the 528 $24.95
Little Computer People S24.9S
• Maniac Mansion $29,95
■ Music Studio $27,95
Shanghai $26,95
' Top Fuel Eliminator $19,95
' Transformers $22,95
BRODERBUND
Lode Runner $24,95
DATA EAST
Commando $24,95
KaraiB Champ $26,95
DATASOFT
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• Bismark $24,95
• Dark Lord $19,95
•Force? $19.95
•Tobmk,, $27,95
' • Tomahawk $24,95
*NEW
TITLES!
ELECTRONIC ARTS'
• Amrtesia S27.9S
Aiclie Fox $24.95
Autoduol $37.95
Bard's Tale $32.95
Bard's Tale II $29,96
Band's Tale Clue Book $10.95
BaWeffont ..$29.95
Carriers al War $37.95
Chessmaster 2000 $26.95
Dan Dare $16.95
■ Dungeon Runners $19.95
• EOS(Earih Orbit Station) $19.95
Europe At>laze $37.95
• Instant Music $24,95
• Legacy of the Ancients. ,.$19.95
Marble Madness S23.9S
Moebius $29.95
Munjor Party $25.95
fJlusic Gofistnjciion Set .,,.$12,95
■ Patlon vs Rommel $29,95
PHM Pegasus $27,95
Ptnball Construction Set ...$12,95
•Skate or Die $24,95
Sevan Cities of GoW $i 2,95
SlarJIeet I $32,95
• Strike Fleet $29,95
Touchdown Football $22,95
Ultima I $29,95
Ultima III $37,95
Ultima IV $45,95
World Tour Got! $27,95
• Yeaget AFT ,$24.95
BPYX
500 XJ Joystick S14.95
• California Games $29,95
Championship Wrest ling, ,,$27,95
Create a Calender $CALL
Movie Monster $16,95
• Street Sports Baseball ,.,$29,95
' Street Sports Basketball $29,95
Sub Battle $29,95
Summer Games $16,95
Summer Games II $26,95
Super Cycle $16,95
Winler Games $27,95
World Games $29,95
World's Greatest Baseball $24,95
World's Gfaatest Foolbail ,$28,95
FIREBIRD
Bite $22.95
• Guikj of Thieves $29,95
INFOCOM
Hitchhiker's Guide $22,95
Leather Go<Jdess $24,95
Wishbringer $25.95
INVISICLUE BOOKS FOR
ANY INFOCOM GAME. S6.95
LANCE HAFNER forO,. b«
in *p<Mrtj ctraUQ- iimuUtLon
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OasJ^eiBaii. ifie Pro Ga«Tie; S29.95
F-nai FoL;r BaskeTBaii , £29,95
Coming Soon .-. Ba.seball "'
vMICROPROSE
Aerojet $24.95
■ Airt>oma Rangers $CALL
F-15 Strike Eagle.,. .,,.$21.95
Gunship $24,95
Kennedy Approach $24.95
NATO Commander .$24,95
Pirates $25,95
Silent Service $24,95
Solo Flight $24,95
• Sleallh Fighter $CALL
MINDSCAPE
• Defender of me Crown ,,. $29,95
Rst $19,95
" Gaunllei $29,95
Indiana Jones $22,95
• Indoor Spons $24,95
Infiltrator $21 .95
•Papertroy $29.95
Parallax $19.95
Perfect Score:SAT prep .,.,$49.95
Uchi Mala $19,95
Uridium.., $26.95
Call for prices on
other MINI}SCAPE products]
MISC GAMES
Championship Boiing .,..„$t7,95
Hobbitt $24,95
international klockey $18,95
SIMON & SHUSTER
Paper Airplane const 524,95
Star Trek-Kobayashi Alt, ,,,$29,95
SlarTrek Prcimethian Adv $29.95
Typing Tutor III $29,95
SSI
• ShatrJ of Spring $29.95
• Etemal Dagger $27.95
• Fantasy I. II, III (each) $27,95
• Rings of Zilfm $29.95
• Wiiards Crown $27.95
sn UOGIC
Flight Simulator II $32.95
Football $37.95
FS II Scenery disks 5CAa
Jet $29,95
Pure Stat Baseball $37,95
WEEKLY READER
Call for ail your Favorite
Sticky Bear Titles !!
64C BUSINESS AND PRODUCTIVITY
64 C DATABASES
Bank Street RIer $34.95
Consullant $39,95
Data Man agar $19,95
Fleet Filer $29,95
Profile 64 $36.95
64C INTEGRATED PKGS
Homepak $39,95
Vizastar 64 4K $39.95
64C SPREADSHEETS
Calkil $39.95
Swiftcato 64 w/sldeways ,,,$39,95
Sideways $19.95
64C WORD PROCESSORS
Bank Street Writer $32.95
Foni Master II $34.95
Font Iv1aster64 $34.95
Paperclip w/spallpack $49,95
Paperclip III $CALL
Pocket Writer Oiclionary „.$1 2,95
Wortpro3<,/64 $14.95
Word Writer 64 w/speller ..$34,95
FINANCIAL & ACCT.
Timeworks Etectr, Chkbk,. $19,95
Timewori(S Money Mgr $19.95
Ck/IS Acci Pkg/64 $119.95
MISC. HARDWARE
Estes pwr supply for C-e4 $54.95
Nave rone 3 Slol expander £27.95
UTILITIES
Thinking Cap $32,95
Toy Shop $42.95
CSM 1S41 align $34.95
Fast Load $24.95
Merlin 64 $34,95
WORDPROCESSOR
FLEET SYSTEM 4 S56.95
Font Master 126 $44.95
JAfJE $32.95
PAPERCLIP II .$54.95
PAPERCLIP III .„ $CALL
SUPERSCRIPT 128 $59.95
TERM PAPER WRITER ..$34.95
VIZAWHITE 128 SCALt
WORDPRO 128 $St.9S
WD WRITER 128w,'spel! $49.95
SPREADSHEETS
EPYX MULTIPU^N $39.93
SWIFTCALC !28 wso.jyj S49.9S
DATA BASES
CONSULTANT $39.95
DATA MANAGER 128 ....$CALL
FLEET FILER S29.9S
PERFECT FILER $49.95
PROFILE 1 2S S59.95
SUPERBASE 128 $64.95
MISC. 128 SOFTWARE
ACCOUNTANT INC S69.95
DESK MANAGER 128 $34.95
CMS Acffl Pligi'12B _..$CALL
VIZASTAR 128... ...SCALL
MACH 126 S39.9S
PARTNER 126 „ $54.95
PERSONAL ACCT, 1 28. ..$34.95
SYLVIA PORTER'S personal
finance planner $54.95
Abacus luiiiM
ALL TITLES IN STOCK f I
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Graphics Scrapbk 1 or2,,,Si7.S5
Newsroom S34.95
Outrageous Pages ,,,.5CALL
Ceriilicale Maker $32,95
CerlillcatB Library $24.95
Clip Art Vol 1 $19.95
Clip Art Vol 2 ,..$24,95
GEO Publish $CALL
Graphics Library l.ll.or III .,$16.9$
Prim Shop $25.95
rusSEY COMPUTER PRODUCTS
P.O.BOX 1006, STATE COLLEGE, PA 16804
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C- COMMODORE
500
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512K RAM Upgrade $159.00
1010 EXTERNAL DRIVE $219.00
1680 MODEM $139.00
A5Q0 w;2Q02 Monitor. call For
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EPYX andWICO
500XJ $14.9S
The Boss $13.95
Bat Handle $18.95
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PANASONIC
2 yr warranty
10801 $159.00
10911 $189.00
i«k092i $299.00
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NX-10 $157.95
PRICES ARE FALLING ON
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SP-1 80 VC... $139.00
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120cps. NLQMode
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GEOS128 $44.95
GEOS $39.95
GaoCalc „ $34.95
GeoFils $34.95
Geodsx $27.95
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Deskpack $22.95
Fontpack. $22.95
WrllersWorkshop.$33.95
SUPER GRAPHIXJR
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SUPER GRAPHIX
Interlace w/8K buffer
down loadable fonts ....SS9.9S
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NX-10 & XETEC Supergraphix 5199.00
Panasonic
10801 & XETEC Supergraphix Jr. $189.00
10801 & XETEC Supergraphix $199.00
10911 & XETEC Supergraphix $219.00
RGB.'COMPOSITE COLOR I^OMITORS FOR THE 126
COMMODORE 2002
600 K 240 Resolution,
■I Opoial.ng Motfes «2CQ 00
MAGNAVOX 8562
600 < 240 Resolution.
3 Modes. 2 yr warranty (].oca rir\
THOMSON 4120
560 I 2'10 Resolution.
4 Modes 1 yrwarranl/ ^„^^ -.a
..$219.00
Al 3 moniiors include cables 10 Commodafs 128
■-I C- COWMOPOBE PC 1 0 PACKAGES
PC-10/1 wllhout monllor $499.00
PC-1D/1 wittl 19D1 mono morflor ..$579.00
PC-10/1 wiltr 2002 colof monilor $749.00
OPTIONS: Inslalled and tested al no exli^ charge.
Addlflonal 12BK RAM $39.00
20 megabyte Seagate Hard Diive with controller $269.00
30 megabyte Seagate Hard Drive with controller $349.00
PC-10/2 without monitor $599.00
PC-10/2wilh monoetirome monitor (model #1901) $679.00
PC-IOrt with color mo nitori model #2002) $849.00
Software orders over $50.00 & Acces-
sories/Peripherals under 8 pounds will
beshipped FEDERAL EXPRESSfYeseven
bI thsso prices) You only pay TCP's standard shipping charge
of $4.00 per order. Orders arriving before 11 :00 AM our tinne
will be shipped out same day. If pad of your order is back-
ordered the remainder will be shipped UPS Ground lor FREEI
SECURITY
I Your Credit Card is not charged until youf
order Is shipped,
I We insufe your order al no extra cost to
you.
I Tussey IS a financially strong and well
established company. We will be here
when you need us.
CUSTOrVIER SUPPORT
■ After sales support. Just call
■ Knowledgeable staff, all graduates ol
Tussey's "Computer Boot Camp".
■ Our advanced warehouse/materials
handling system assures your order is
shipped out accurately & on time.
■ Our IBM 5360 allows insianl order and inventory status.
To order by mslliWe accept money order, certified chock, personal
check Allow 2 weot^s lor personal & company checks to clear
Shlpptng;$4 00 lor sottware and accessories/ $10 00 lor printers and
color monitors/ $8 00 for disk drives and olhar monitors/ Add $3 00
per box shipped COD Call for oiner shipping charges. Addilionat
shipping required on APO, FPO, AK, HI
Termi: ALL PRICES REFLECT CASH DISCOUNT, ADD 1.9% FOR
MASTERCARD OR VISA. All products include laclory warranty
ALL SALES ARE FINAL, Deleciive items replaced or repaired at our
.-dt&cretion. Pennsylvania residents add £% sales tax. Prices and
terms subject lo change without notice
■ Purchase orders are accepted ■
from qualified corporations and
inslitulions.
■ No sales tax on orders outside
of PA.
■ Buy with confidence. We honor
manufacturers warranty.
m
We accept Mastercard,
Visa, COD and mail orders.
Your credit card Is not
charged until your order
is shipped.
&COMMODOtt£
1670
MODEM
$CALL
Ci: COMMODORE
1764
256K RA1«
EXPANSION
$110
O COMMODORE
1581
3i/r DISK DRIVE
$197
'MW Digital
mW. Solulions
W/Alnt.
Pocket Writer ? ..S42.95.
Pocket Filer 2 S42,95
Pocket Planner 2 S42.95
Digilal Suporpak S74.95
Dictionary $12.95'
DISKS
per box of 10
BONUS DISKS
SS(DD S6.45
DS.'DD S6.95
TUSSEY DISK CLOSEOUTSII!
SS/DD $4.49
DS/DD $4.99
C«tl tnr PrIcB on Varballm
and MkbII Dliliitl
OPEN: 8:00AM - 9:00PM Mon - Fri, 10:00AM ■ 6:00PM Sat, 12:00PM - 8:00PM Sun East Coast Time
ALL TOLL FREE 1-800-468-9044
INSIDE PA CALL 814-234-2236
NEWS • NEWS • NEWS • NEV\a
Hard Drives
for the Amiga
EXPO
vs
Aw**®**;:!^--^"^^"
'-iiy ^"^ ^^ needs ol -' . ^p^s au^
Cliicago
foous
rt\iJii^^
iWP^
3XisWe
X hoenix Electronics, Inc. is now shipping hard disk drives for the
Amiga 500 and 1000. Both drive series are available in 20 and 40
megabyte versions. The PHD SOD is in a stand-alone, vented, all-metal
chassis for the Amiga 500. It features a true SCSI interface, auto
configuration compatibility and its own internal power supply.
Retail price of the 20 Meg PHD 500/20 is $949.00. Suggested retail on
the 40 Meg PHD 500/40 is $1399.00.
The PHD 1000 for the Amiga 1000 has true SCSI interface and auto
configuration. The all-metal chassis is color coordinated with the
Amiga and sits on top of the CPU. The internal power supply has
extra capacity for RAM additions. The 20 Meg version has a
suggested retail price of S969.00.The40MegPHD 1000/40 retaUs for
S 1429.00.
For more information contact Phoenix Electronics, Inc., P.O. Box
156, Clay Center, KS 67432, or call (913)-632-2159.
Nimbus Accounting
System
0
xxi. Inc. has announced the availability of Nimljus, an easy-to-
use yet powerful cash management accounting system for small
businesses. Nimbus includes pre-defined reports designed to help
the small business manager instantly know a customer's payment
status, outstanding balances to vendors and his Pyl statement.
Kimbufi' multitasking capabilities give it constant access to
general ledger, accounts payable and accounts receivable. Data
entered into accounts payable or receivable automatically updates
general ledger.
Nimbus retails for S149.S0. For more information contact Oxxi,
Inc., 1835-A Dawns Way, Fullerton, CA 92631, or call (714)-999-
6710,
a:
a'
,nd^'
Benchmark
Modula-2
Uxxi recently entered the field
of programmer productivity with
the introduction of its new
Modula-2 Software Construction
Set called Bencliniaxk for Amiga
computers. Benchmark
provides an environment for
developing programs by
integrating the primary tools
used in software development: an
Editor, Compiler and Linker.
Beginning programmers will
find that Benchmark can be
used right out of the box without
performing any installation.
Professional developers can
distribute programs written in
Benchmark mthout any further
licensing requirements from
Oxxi.
Benchmark's suggested retail
price is $199.00. For more
information contact Oxxi, Inc.,
1835-A Dawns Way, Fullerton, CA
92631, or call (714)-999-6710.
iVIicro-
lawyer
Pr
regressive Peripherals 6f
Softv/are has released
Microlawyer, a disk library of
over 100 common legal
documents for personal, business
and corporate use.
Microlawyer, which is available
for the Commodore Amiga and
64, is a do-it-yourself step-saver
designed to be used in
conjunction with legal advice. It
enables anyone with a word
processor to prepare legal
documents such as power of
attorney, pre-marital
agreements, affidavits, leases,
loan and mortgage forms, real
estate contracts, vrills, notary
puWic forms, etc.
Suggested retail price for
Microlawyer is S 59.95. For
more information contact
Progressive Peripherals &
Software, 464 Kalamath St.,
Denver, CO 80204. Or call (303)-
825-4144.
8 DECEMBER 1987
^,
PACKED with PROGRAMS
EIGHT PROGRAMS AND MORE ON EVERY DISK.
What's the opposite of "downtime"? It's UPTIME, of course.
Just imagine ... a disk each and every month, delivered right
to your door and packed v/ith programs for your Commodore.
We make it easy and inexpensive. You deserve value. At
UPTIME vi?e believe in value. That's why each month 30,000
people like you enjoy a disk full of programs and information.
Make your life easier! Get more from your computet
Organize your life and be more productive with
home management programs. Expand your
knowledge with educational programs.
Relax and enjoy monthly games or
adventures. Make using your
Commodore a snap with
helpful tutorials and
handy utilities.
It's terrific!
DISCOVER UPTIME. You deserve the best horn
your Commodore. Have the best and save the most
with UPTIME.
Subscribe now and save.
You won't believe the low price! Satisfaction guar-
anteed or your money back. Make the very next
disk yours. Rll in the coupon and return it to us,
or simply call. We'll start your subscription im-
mediately. Bar immediate service, call toll-free:
1-800-437-0033
anytime, day or night.
i^>
FROM Volume 1. No. 1
Flip 'Em ■ Biain Teasers ■ Shopping Lister
■ Video Phile ■ Calendar Creator ■ File
Appender ■ Nom de Plume
NEWS • NEWS ■ NEWS
Dark Castle
1 hree-Sixty Inc., a newly-
formed home software publisher,
has released Dark Castle for the
Amiga and Commodore 64. Set in
medieval times, Dark Castle's
hero must fight his way through
fourteen different rooms of
increasing difficulty to find and
slay the notorious Black Knight,
The game incorporates more
than 70 digitized sound effects,
including a hair-raising organ
solo and the screams of the Black:
Knight's prisoners.
Dark Castle carries a
suggested retail price of S39.95
for the Amiga version and S34.95
for the Commodore 64 version.
For more information contact
Three-Sixty Inc., 2105 S. Bascom
Ave., Suite 290, Camphell, CA
95008, or caU (408) -879-9 144.
Scholastic
Catalog
Available
Dcholaslic's 1987-88
Microcomputer Instmctional
materials Catalog is now
available free to educators. The
96-page, ftill-color catalog
features more than 300 products
for classroom computer learning
for grades K-12. All products
featured in the catalog have been
tested and recommended by
teachers, students and
educational experts across the
country.
In addition, all products listed
in this annual catalog are
available for a 30-day preview. To
receive a free catalog, teachers
may write to Scholastic, Inc.,
Inquiry Department, P.O. Box
7502, 2931 East McCarty St.,
Jefferson City, MO 65102. Or call
(600)-325-6149.
JEWS • NEWS • NEWS • NEWS
Slide City
Ullde City is offering its slide photography service to Amiga owners.
Amiga artists can now get high quality 3Smm slides of Amiga
screens by sending their IFF format files on a 3.5-mch disk to Slide
City. Slides are shot, processed and sent out by return mail, along
with your disk within S4 hours.
Cost of the service is $3.00 per slide with a minimum order of two
slides. This includes postage and handling (except for overnight
delivery service). For more information, contact Slide City. 6474
Highway 11, Deleon Springs, FL 32028. Or caU (904)-g85-4594.
Investment
Simulation
Jl yxis Software Introduces
Investment Simulation, a
general purpose investment
analysis program for the
Commodore 64 and 128. The
program computes Internal rate-
of-return, equity rate-of-return,
present net worth, life-cycle costs
and capitalized present value.
Focus is on limited equity
investments and leveraging.
64 and 128 versions are both
included on same disk. Retail
price is S 36,00, For more
information contact Pyxis
Software, P.O. Box 18016,
Colorado Springs, CO 80935.
Delta Patrol
and
Sanxion
El
Echelon and
the Lipstick
Xiocess Software has announced the release of The Lip Stick, a voice
activated control headset, designed to be used in conjunction vrith
Echelon their 3D space flight simulator for the Commodore 64.
Echelon is a top secret military faculty where a few highly skilled
pilots will be trained to operate the twenty-first centuiy Lockheed C-
104 Tomahawk. The Lip Stick controls various ship activities
including the vehicle's numerous weapons systems. The unusual
input device is a switched voltage positive feedback controlled
amplifier built into a headset.
The Lip Stick is included in every Echelon package for the
suggested retail price of $44.95. For more information contact
Access Software, Inc., #A 2561 South 1560 West, Woods Cross DT
84087. Or call ( 801 )-298-9077.
Jlectronic Arts has announced
two new additions to its Amazing
Software line of action- oriented
entertainment software. Delta
Patrol and Sanxion are both
high-speed, three-dimensional
space adventures for the
Commodore 64.
As a member of the elite pohce
squadron. Delta Patrol, your
battlecruiser takes you to the
Delta Sector, a junk yard of lost
ships, alien bandits and
unknown forces of destruction.
In Sanxion, you and your
high-speed attack craft are the
lone defenders of a world under
siege. Alien droves are attacking
the cities of your planet, and your
abUity to align your ship's
superior firepower with enemy
targets is all that you have to
defend yourself.
Each title carries a suggested
retail price of S19.95, For more
information, contact Electronic
Arts, 1820 Gateway Dr., San
Mateo, CA 94404. Or call (415)-
571-7171.
10 DECEMBER 1987
NBA FRANCHISES AVAILABLE:
RATES REASONABLE!
(REQUIREMENTS: Knowledge of professional basketball.
Capable of dealing with giants. Ability to handle
high-pressure situations. Must bring own temper.)
Can YOU do the job?
Find out it you have what it takes in NBA, the animated stat-
based basketball game. Take control of Larry Bird, Dominique
Wilkins, Michael Jordon, Kareem Abdul-Jabbar and Bob Cousey,
Pick the starting line-ups, send in substitutes and cali for the
fast break and full-court press. NBA lakes into account
everything that occurs on court. On offense, you call the play.
Choose the sequence of passes, but be careful: it increases the
chance of two points, but also can lead to a steal or blocked
shot. Work the outside, or just go for the three-pointer. On
defense, set up outside or close to the basket, go for the
rebound, or turn on the pressure and try for a steal. A good
NBA coach has to work the bench as well as the floor. Each
player's stamina is rated by the number of minutes he can play.
Use up your starter too early in the game, and you'll have to
send in a sub during those final crucial minutes, and that could
turn an overwhelming victory into a closely-contested defeat.
From the designers of Super Sunday, NBA
is the first and only fully-animated
statistically-accurate basketball game
on the market, coming in like a fast break
with the following features:
• A STAT-KEEPEB PflOGRAM that allows you to keep track of how
well your team is doing. This valuable accessory lets you save
stats from the NBA game for later review. Individual players'
performances and statistics are updated throughout the game.
You can view them during and after the game on your screen
or printer.
• 20 GREAT TEAMS from the 1959-60 Boston Celtics to the four
top teams from the 1985-86 season: Boston, Milwaukee,
Houston and Los Angeles! In between are some of the
greatest teams that ever played the game: the 1966-67
Philadelphia 76ers with Wilt Chamberlain and the classic match-
up from the 1969-70 season between the Lakers and the New
York Knicks!
• YOUR flRILLIANT PLAY re-enacted by all 10 players on screen.
• THREE MOOES OF PLAY: head-to-head, solitaire and autcplay. The
autoplay function also allows you to play the same teams several
games in a row ... a needed option 1o replay a season.
NBA can be played on the Apple® II family,
Commodore® 64/128 or IBM® PC computers.
Price: S39.95.
Watch for the release of Accessory disks; 1987
Season and GM Disk.
Available at leading game and computer stores
... or call TOLL FREE 1-600-638-9292
Ask for Operator CIW1 1
PRODUCT
Em
m
micnocomputen games d[vision
The Avalon Hill Game Company
A MONARCH AVALOM, INC COMPANr
4517 Harford Road, Baltimore, MD 21214
NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS
^01044/^
t ^
Alien Fires — 21 99 A.D.
X aragon Software has introduced Allen Fires— 8199 A.D. for the
Amiga. Allen Plres is a futuristic science-fiction role playing game
in which the player assumes the role of a Time Lord, a mythical
traveler who transcends the barriers of time. The program includes a
professionally composed and digitized rock soundtrack, smooth-
scrolling 3D graphics, sophisticated character interaction and
speech synthesis.
Allen Fires— 2199 A.D. retails for S39.95. For more information,
contact Paragon Software Corp., Plymouth Center, 58 1 Plymouth St.,
Greensburg.PA 15601 or call (412)-838-1166.
Wordmaze
M.ndscap.sEducation.D.visionhasreleasedWord.azeforthe
Commodore 64, Wordmaze, a word puzzle program for students
from grades three through twelve, helps students develop vocabulary
and spelling skills as they search for words hidden in a block of
scrambled letters. The program comes with eight word lists covering
topics like sports or outer space.
Wordmaze is available for S49.95 and includes a teacher's guide
and activity sheets. For more information, contact Mindscape, Inc.,
3444 Dundee Rd., Korthbrook, IL 6006S. Or call (312)-480-7667.
Flexidraw
Version 5.5
Inkwell Systems has announced the availability of Flexidraw
Version 5.5 for the Commodore 64 family of computers. Unlike the
previously released versions, the revised edition includes data entry
device support for Koala Technologj's Touch Pad. Commodore-
compatible joysticks, the Commodore mouse and Inkwell Systems
light pens (now sold separately). __ 4, * ■ mA
Flexidraw still includes automatic geometric shapes and line Fll'S'tl Alert
widths; copy, paste and edit modes; an ' 'Oops' ' feature; hundreds of
fill patterns, and other features from previous releases. jj ,
Inkwell has also released two new hght pens: the model 170-C, an
upgrade of the model formerly packaged with Flexidraw and the
new 184-C tri-lobular. tvro-button touch surface Ught pen.
Suggested retail price fcr Flexidraw is S34.95. The 170-C light
pen retails for S99.95 and the 184-C light pen for S59.95. For more
information, conuct Inkwell Systems, 5710 Eufiln Rd, San Diego, CA
92138, or call (619 )-268-8792.
irst Alert has introduced a Une of compact halon fire
extinguishers ideal for home protection. These halon extinguishers
leave no residue, therefore they vrtll not damage sensitive electronic
and computer equipment. In addition, since they're about the size of
an average flashlight, they'll fit conveniently in a small desk drawer
or cabinet.
Available nationally at hardware stores, home centers, and catalog
shovn-ooms. the First Alert Halon Fire Extinguishers range in price
from $22,99 to 339,95, For more information, contact First Alert,
780 McClure Rd., Aurora, IL 60504-2495, or call (312)-851-7330,
12 DECEMBER 1987
^aok.
\«».«>i
ll^^J^^
Speed in
Spades,
Th rot t le — wiiie open .
Joystick — back hard.
Air it out, man.
GeeBee Air Rally. Air racing
action that puts the wilJ back
in the wild blue yonder. Speed
in spades. One tricky turn after
another. And a lot of nasty
competition between you and
the finish line.
Buzz 'em. Bump *em. Blow
'em away.
Show 'em who owns the skies.
Bailout from a midair
mishap, and you never
know where you'll etid up.
GeeBee Air Rally.
$29-95 suggested retail price
for Commodore 64/128™
$39.95 suggested retail price
for Amiga'" computers.
ACTIVISION.
Ask your software retailer
or order direct: just call
800/345-2888, operator 300.
C5 Activisiuri, !iif. Amiga scttcrti shown, ScrMM
may vary depending on computer sysrcm. Arnij^aand
Caznmadote 6i add I28are crailcmarks of Commodore
Elcctroni'is. Lid.
So there you are,
furiously working away
at your Commodore
128, thinking every-
thing is just peachy,
when all of a sudden,
it hits you. That haunt-
ing, hollow, horrible
question that every computer
owner must inevitably face:
"Is my computer up to date
— or out of date?"
If you use
GEOS 128, that's
a question you —
or your grand-
children's chil-
dren— won't
ever have
to worry ,^ -;
about.
Because GEOS
128 is the revolutionary
software system designed to
push your hardware to new lim-
its. Unleash its full power across
a full 80 column screen. And
expand its capabilities for years
to come.
We should have installed
disk brakes.
Loading up with GEOS
turns your 128 into a mouse-
driven maniac that loads, pro-
cesses and saves everything up
to seven times faster than nor-
mal. Part of that's due to the
GEOS diskTurbo, but most of
it's due to the fact that GEOS
128 doesn't treat your 128 like
aC64.
You see, by recognizing
your machine as a 128, GEOS
128 operates at a full 2 MHz,
instead of 1 MHz. So you get
twice the speed. Twice the
power. And since GEOS 128 also
supports the quicker 1571 and
1581 double-sided disk drives —
and the 1750 RAM expansion
unit — there's no telling how
much faster that puppy will fly.
East and slick with mouse
or stick.
Using GEOS is ridiculously
simple. All you need is a mouse
or joystick, and a keen ability to
point and click. Everything else
is pretty much a matter of read-
ing menus (a technical term for
"little lists of things"), or select-
ing icons (a technical term for
"little pictures of things"). It's
sort of like talking in sign
language.
For example, if you want a
document for word-processing,
you point to the icon that looks
like a stack of papers. Click your
mouse and bingo — you're in die
file. If you want to erase the file,
you drag the stack of papers
over to the little waste basket
and click your mouse.
Poof. That's about as tough
as it gets.
Working within the
system.
Learning where things
are in GEOS is pretty simple,
especially if you've ever sat
behind a desk. Because that's
exactly how we designed
I Cyrpg^j ggoi I
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GEOS 128.
You keep your documents
and graphics in files; everything
else stays right on the desktop:
the notepad, the calculator —
there's even an alarm clock. In
fact, the only thing our desktop
doesn't have is a place to put
your feet when the boss isn't
around.
But not only does GEOS
give you a place to write and
draw, it actually helps you write
and draw better.
Because unlike
your basic office
model, our desktop
comes witli
geoWrite and geo-
Paint built right in.
With geoWrite,
your way vdth
words leaves people speechless,
as they watch you effortlessly
cut, paste and move entire
blocks of copy anywhere on the
page. And since geoWrite comes
with different fonts in a variety
of styles and sizes, your docu-
ments become even more
dazzling.
With geoPaint, you can
draw designs. Create with col-
ors. And tantalize your tastes
with tons of tones and textures.
Invert, rotate or mirror images.
Then place them wherever you
want: either in your geoWrite
document, or in your GEOS
Photo Album for later use.
But no matter what kind of
masterpiece you create, you
l^ie ni t* ofuni tut 9^ ■ 1
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always get to view it on a beau-
tiful, 80 column-vidde screen.
No more scrolling left to right.
With GEOS 128, what you see
really is what you get.
The more you put into
your system, the miore
you get out of it.
Of course, when we say
that GEOS 128 has far-reaching
implications, we're not kidding
around. Every GEOS 128 pack-
age includes free QuantumLink
software, which hooks you (via
modem) into a nationwide net-
work of Commodore people just
like you. There's even a service
that will Laser print your docu-
ments for you.
Now, we realize
that's a lot to pack into
one GEOS package. But
as long as we're packing
it in, we might as well let
you know something else:
There's more.
The older it gets the
better it looks.
It's true. Because there are
always new GEOS applications
just waiting to jump off the
shelves and into your 128. Pack-
ages like geoDex
and geoFile, for
keeping addresses
and data straight.
Fontpack and
geoWrite Workshop,
for tweaking text
witli that special,
extra touch. And,
of course, geoCalc, a full-fea-
tured graphics spreadsheet for
all you number freaks.
They're just the first in a
long line of GEOS applications
that are constantly being devel-
oped to keep your 128 up to date.
So if you'd rather have your
128 grow up than grow old, load
up with GEOS. You owe it to
yourself. You owe it to your 128.
Heck, you owe it to your
grandchildren.
To order call 1-800-443-0100 exL 234
GEOS 128 $69.95
(California residents add 7% sales tax.)
S^.50 US/$5.5() Foreign for shipping and
handling. Albw six weeks for delivery.
t'.itnriiHli^r. (.i^niiMaliiri- l/f.^idlM ju-c i[jiiiifiurlmi<Ci«iKiiiidiin'
n
Berkeley
Softworks
GnS128
The brightest minds are working at Berkeley.
Compiled by Louis F. Sander
This month we feature 64 and 128 tips forgetting the most out
of your video monitor, plus our usual assortment of highly
interesting goodies. You can be famous around the world if one of
your own goodies gets published in this column. You'll even get
paid for your idea. Send your candidates to:
Louis F. Sander
P.O. Box 101011
Pittsburgh, PA 15237
&I Border Fireworks: This program puts a distinctive sparkling
pattern into the 64's normally uninteresting screen border. As
soon as the user presses a key, the border returns to its previous
color I use the routine, along with an on-screen message, to let
the user know that the computer is waiting for some action fix)m
him.
lb prepare the fireworks, include the accompanying lines
somewhere at the start of your program. After they've been ex-
ecuted, a SYS679 will set the fireworks off from any part of the
program, as many times as you'd like.
Tom MoTTow
Oak Park, Illinois
10 REM 64 BORDER FIREWORKS - TOM
MORROW
20 DATA 172,032,208,202,142,032,208,
165
30 DATA 198,240,248,140,032,208,096
40 FOR J=679 TO 693:READ K:POKE J,K
:bJEXT
50 REM SYS679 STARTS, KEYPRESS STOPS
128 auto-centering: This interesting text-centering technique
for the 128 uses a built-in but mostly forgotten feature of BASIC
7.0: the PRINT USING statement. Line 20 determines the char-
acter width of the current window and builds string CN$ to
equal that width. The leading equal sign tells BASIC to center
the information on the line.
When you want to center text in the window, just use
PRINT USING CN$;"text"
where "text" is whatever you want to center, expressed literally
or as a string variable.
More than one text line can be centered with the same com-
mand by separating the text lines with commas, as shown in
line 160. If you change window width, repeat line 20. If you do
this often, you may want to put line 20 in a subroutine.
Joseph P. Gill
Address Unknown
10
20
100
110
120
130
140
150
160
REM 128 AUTO-CENTER - JOSEPH P.
GILL
CN$="=":FOR J=l TO RWINDOW(l)
:CN$=CN$+"#":NEXT
PRINT" [CLEAR, DOWNIAUTO-CENTER
DEMONSTRATIONS: [D0WN2)"
PRINT USING CN$;"THIS IS EASILY
CENTERED! 1"
PRINT
PRINT USING
PRINT
PRINT USING
CN9;"S0 IS THIS:
CN$; "A" , "MAN" , "THREW" ,
"BASEBALLS", "WHILE", "I", "WATCHED"
Tips for iK'tter \idco: Even if you have a top-quality monitor,
your video picture can leave something to be desired. If you use
a television set, the situation is likely to be worse. Here's a col-
lection of proven ideas for enhancing the picture on all sorts of
video displays.
• If you're looking at text, try turning down the color control
on your display. The resulting black and white picture is oflen
easier on the eyes.
• Adjust your monitor controls for non-text applicatioas too
— you'll be surprised how effective they are.
• Try asing a different color combination on the screen. You
can get a black screen by executing POKE 53280,0 : POKE
53281,0. Hold down the CTRL key and simultaneously press 2
to get nice white characters.
• Use a commercial glare screen to reduce glare, or wear po-
larized sunglasses to achieve a similar effect. (Properly selected,
the shades can also make a fashion statement.)
• Wavy lines and other interference can often be eliminated
by moving the computer's power supply as far from the monitor
Continued (III pj>. 114
16 DECEMBER 1987
-!;s;o-^
.Uev.?!!:^^^
ft^^^^n^iavo^"- _
*r:3S3%ss!s WSBS
Compiled by Tim JiHies
Wekotne to Amiga Tips & Tricks. Each month we will offer
a series of tidbits, teasers and short programming exam-
ples concerning lusing and programming the Amiga. If you have
an item that you would like to submit for use, you can send it to:
Commodore Amiga Tips
651 Outrigger Dr
Deltona.FL 32738
Items sliould be to the point, but describe your point completely.
We welcome game tips and program usage tips as well as the type
of items in this installment. If we use your hint, tip or program ex-
ample, we will pay between $10 and $50.
Filenote Problems
If you have associated a filenote with a particular file, and
then copy a new file into the old one, the old filenote will remain.
For example, if you have a file called "My File" with an a.ssociat-
ed filenote of "My File Version 1.0," and then you create a ver-
sion 2.0 of the file (assuming an editor where the new file will
overwrite the old one), the new file will be there, but the old
filenote will remain, lb correct this, you must either change the
name of your new file before saving it, or issue the command
FILENOTE MyFile "'" (note nothing between the double
quotes).
Roy Wagner
Westminster, CA
Interlace Jitter Reduction
I use the Prowrite word processor for my word processing pur-
poses. Since Prowrite operates in the Interlaced mode, the pub-
lishers suggest that you purchase tm item called "Jitter-Rid" to
reduce the flicker caused by the interlaced screen display. I have
found this to only be about 80% effective. They also suggest that
you try adjusting your brightness and contrast way up. This will
eventually wear out the phosphor coating of your monitor and
you'll soon be replacing the monitor As an efiective (and less
costly) alternative to burning up your monitor, I suggest that
you try an architect's (or other dii-ectable lamp) aimed at your
screen from one side so as not to introduce direct glare. This will
not only help reduce the flicker even more, but it also helps pro-
long the life of your monitor.
George R. Burnet
Palm Bay. FL o- .,., • ,
IThis works somewhat with just a plam (no "Jitter-Rui ) umr-
laced picture. -TAJ]
AlOOO Keyboard and Mouse Extensions
Would you like to type on your Amiga 1000 keyboard more
comfortably by placing it in your lap? Here's a simple and inex-
pensive solution. You can replace your regular keyboard c'abk'
with a modular handset cable (like Radio Shack Part# 279-306).
Also, you can extend the cable on your mouse with a joystick ex-
tension cord (hke Radio Shack Part# 276-1987). These will al-
low you to work (and PLAY) hard fiT)m the comfort of your fa-
vorite easy chair.
Larry Hsieh
Kokomo, IN
[Thanks for irududing the RS Catalog numbers - TAJ7
Borderless AmigaBASIC Windows
Here are a couple of methods for creating borderless windows
while using AmigaBASIC. Tlie first is simply a coverup, and
you are still stuck with a 78-column screen. The second actually
changes the IDCMP structure for the window being affected.
PALETFE 0,0,0,0 'Black Backgttiund
PALETTE 1,0,0,0 'Black pen 1
WINDOW 2,"",(0,0)-(631,186),0,-1
COLOR 2
This just hides the border by making it the same color as the
background. That's why you make the baekgroimd and pen 1
colors the same and then use color 2 or 3 (on a default 2 plane
screen) for your text.
If you want to actually force the window stmcture of your win-
dow into a true borderless situation, you can try the following:
x=WINDOW(7)+4
y=PEEK(x+22)
IFyANDSTHEN
y=y-8
ELSE
y=yOR8
END IF
POKEx-h22,y
Use the ftxmt^ack, drag or resize gadgeUs to refresh the dis-
play and see the results of this command. Remember that, if the
resize gadget is attached, you will still only have 78 columns of
text available. Even without the resize gadget, due to the
GEVIMEZEROZERO status of the default BASIC window, you
will still see only 79 colunms max using the standiuxl font. Keep
in mind that you are writing directly to the window structure in
memory, so be careftil when trying this with other items in the
windov/s structure.
Jerry SUllson
Scituate, MA
[GIMMEZEROZERO telk the Amiga display routines that your
window is actually the area within the normally recognized bor-
ders of the window. This area usually begins one pixel below the
title bar and one pixel to the right of the left border and contmues
to one pixel above the current bottom border and one pixel to the
kfi of the resize gadget (if used) or right border. - TAJ]
Continued on pfl.92
18 DECEMBER 1987
-.u
VI
•■-- t-Si?» ..-rlJS
entij
\n
si
G
^mgs
^s
]m
m
Adventare Gainers kpphmnratesl
agnificent ga
^
"PIRATES! is excellent. . .a ereal sa-asbbuckling game, enor-
iDousty good fiin. . ./( showb keep lou pisyinjt Hir inonihs. "
(Populv Computing Weekly, U.K.)
. .}uut game ius exceeded ttiy wildest expcctatlorts, . J
law run up moreganie lime im tlie computer in i tbjs than in iltc
entire month premnis. " (CJ.M., Biif&lo. N.Y.)
"ITtis is one of the nxKi magnlflcent games / haw cirr tad the
p/t-jMtrt' o/p/ajifijj.' It has exactly the bahnce of ft^aW.'.ni, pljy-
:ihiliiy and siUincx.t thai I mom jjrjrr. " (J.P^., San Diego, CA)
■■PIH;V.TES! is a big hit in the /ia/f.is area. This game is one t)f}viir
best eSbns. The graphics on aV/ .serpen* are cxcrJ/cn(.' You have
done it again, .Vicroprose. "
(Larry Mcdtln, DaJlasGamcrs, in Game News)
PntATES! It*s aiKKhtf winner from Sid Meier, author
and designer of tlie award-winning F-15 STRIKE
EAGLE and SILENT SERVICE. His creative genius
has combined the best of simulation, role-playing
and strategy games in this higji seas adventuire.
You're a 1 7th century privateer captain in the
diick of the action on the Spanish Main. PIRATES!
i5iSiiiis«.-**^**-..i
challenges your reflexes in simulated sailing, sea
and land battles and swordfights. It tests your cun-
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with government oflBcials. From the romance and
intrigue of more than 50 foreign f)orts to the thrill
and excitement of buried treasure, PIRATES! takes
yixi on an exliilarating quest kx power and prestige,
PIRATES! is available at your Uxral "Valued
MicroProse Retailer" (VMR). Call for locations nearest
you. Get it today for Commodore 64 / 1 28, IBM-PC/
compatibles and the Apple lie and 1 28K He. Call or
write for MC AISA orders if product not found
locally.
160 Lakeltont Drive • Hunl Volley, MD 21030
[niorpiatijri and Orders: 1301 ■ "' ""''
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A Label Maker: Prints
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• Produces "What If?" Reports: Applies mathematical
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SOFTWARE REVIEWS'
Giinship
Computer: Commalore (54
Publisher: MicraPitise
180 Ltikefi'ont Diive
Hunt Valley, MD 21030
Medium: Disk
Price: $34.95
The AH-64 Apache Gunship Helicop-
ter was designed to support militaiy
ground operations, while possessing the
fire power to eliminate fi-ont-line enemy
amiored vehicles and sophisticated anti-
aircraft weapons. The Gunship carries
state-of-the-art toys of destruction: AGM-
114A Hell-fire Anti-Tank Missiles, Fold-
ing Fin Aerial Rockets (FFARs) and the
30mm Chain Gun. With all of these op-
tions, the Apache Helicopter has emerged
as one of the most vei-satile airborne
weapons in the American ai-senal, and
you are the pilot of this flying tank in Mi-
croPnose's Gunship simulation.
At the outset Gunship offers a series of
screens which pro\'ide information (vehi-
cle identification practice, previous flight
information, pilot roster, assignment
briefing, intelligence information! and a
chance to change the existing parameter
of the game (duty assignment, style of
flying, flight conditions).
Next, you must arm the Gunship with
the appropriate weapons. The screen dis-
plays a simple diagi-am of the Apache
Hehcopter. Tb the right of the diagram is
a group of symbols representing different
weapons. Tb load weapons, move the glow-
ing aiTow to the weapon of your choice,
press the fire button, cany that icon to the
proper position on the helicopter, press the
button again, and the weapons have been
installed. Remember you will always be
loading or unloading pail's of missiles.
This must be done to balance the weight
of the materia! on your helicopter TVy to
estimate what you really need for the
mission, load yom- i*equirements on the
copter, and if you have room for additional
weapons, add them to the inventoiy (bear-
ing in mind they can affect the perfor-
mance of the craft in ceitain scenarios). It
pays to keep an eye on the cmTent weight
status of your Apache Gunship, even
though the program won't allow you to
overload the helicopter.
In terms of gi'aphics, Gunship excellent-
ly blends realistic drawings, like those
found in the cockpit, and an interesting
Reviewed by John Jermaine
nee you
ixperience
hese
cenarios,
ou begin to
hinklikea
iJDilotand not like
nother arcade
;ame player.
collection of vector pictures (vehicles in
the field, the stiucture of hills, etc.) seen
through the glass of youi- windshield. All
the gauges, indicatoi-s. and flight-oriented
controls seem to respond coirectly to in-
puts made by the pilot. The sector map
used during the game is bright, attractive,
and displays important features like
roads, streams, cultivated fields, bunkei-s,
ai-moi-ed vehicles, etc. These di-awings are
some of the best 3D vector graphic dis-
plays I have seen to date in microcom-
puter games.
The sounds of the simulation were well
done and support the gi-aphics effectively.
Most of these noises consist of the woosh of
missiles being fined, the explosion of these
projectiles hitting their targets, the sound
of the blades tiuning and the several vari-
ations of that sound.
The Operations Manual is one of the
most thorough software manuals I have
ever seen. Every common situation a pilot
might encounter is explained in simple
everyday language. I also like the Apache
Gunship specifications, and the Micro-
Prose explanation of how a hehcopter
works is quite accurate. The manual is ac-
companied by a keyboard overlay which
greatly simplifies operational and weap-
ons selection control.
MicroPixise's Gunship simulation is one
of the most exciting microcomputer pro-
grams on the mai'ket today. It pro^ddes a
realistic military combat situation, and it
makes me feel like a pilot, and not just a
user who can manipulate a joystick. I rec-
ommend this progi-am to adventurous in-
dividuals 12 yeai^ and older.
lb acquire a useful set of tips for this
above average flight simulation, I consult-
ed Randy Havener, a pilot and 64 user
friend of mine who has played Gunship
consistently for a month or so. These are
his comments on key issues of the pro-
gram:
Before you attempt to load the Gunahip
diskette, remove any fast loading mecha-
nisms fi-om the computer and disconnect
the serial bus after the first drive. This
procedm-e eliminates ceitain fiictors fixim
the system which tend to cause problems
when the program is in use.
1. Air Temperature — As the tempera-
tm-e and humidity go up, the air becomes
thinner, and your helicopter won't fly as
well. You may also experience new limita-
tions concerning how much weight yom-
crafl can carry on a mission. A wise pilot
will be concerned mth this factor, especial-
ly in Southeast Asia, the Middle East, or
Central America. If you happen to experi-
ence lifl problems dming a mission that
cannot be attiibuted to enemy fire stiik-
ingyour gunship, consider trjing to cor-
rect the situation by jettisoning a weap-
on's pod. The loss of weight may allow you
to return to base or continue the mission.
2. Arming The Helicopter — Study the
intelligence report of the area you will be
flying in, consider the types of weapons
that are common in that region, and think
about the nature of youi' assignment be-
fore you load anj-thing on the Apache
Gunship.
3. Flying The Apache Gunship — T17
more difficult assignments as soon as you
become familial- with the controls of the
gunship. This approach will put you into
combat situations where you must make
snap decisions or get shot down. Once you
experience some of these scenarios, you
really begin to think like a pilot and not
like another arcade game player, Gauges
Conlinued on pg. 124
22 DECEMBER 1987
-/
CALIFORNIA games;
ITT*
IH:
S1ME OF INTENSITY.
1 '■■
^
^
1
1
3
it/rlwmpwiis.
n-lu-tirr^an!f/t
/iiu! ftrryonc el.
hrak'/ast
1
— *-.-
J,/
■r
4l
L,
^
SUthm the hoardiealk^fsiadf course
tin nUiew <kfJtcii
- j^K^It alnt beach blanket bingo.
~ These are radi-
cal games. Games
that take the
honorable
tradition of
Summer
Games' land
II, Winter Gmnes^ and World
Games^ wax it down and load
it on the roof.
Try shredding the face of a
totally tubular wave. Join the
airforce in a BMX bike race.
Screech around on skates
and then rocket off the
skateboard ramp.
Yju'U be playing
for sponsors like
^ Ocean Pacific, NHS
anta Crusz, CASIO, Costa
Del Mar, Kawasaki, and
Spinjammer. For trophies
and an overall championship.
So get air. Go crazy California games by i
Welcome to the state
of California.
SEE GAME BOX FOR DETAILS ON INSTANT WINNER CONTEST.
Sur/ing. A sfK>rt iifiruted bv- _
halt-Saktii'Banzms with afnndntssfor'
ripping, grijidin^. and shrrddiitg-
i-vX
/
SOFTWARE REVIEWS'
The Talking
Coloring Book
Computer: Amiga
Publisher: JjMH Software Of Minnesota
7200 Hemlock Lane
Maple Grove, MN 55369
Medium; Disk
Price: §29.95
When I first read the specifications for
the Amiga, the possibilities for its
built-in speech synthesizer charged my
imagination. At last software deveiopei-s
are beginning to utilize this powerful fea-
ture — The Talking Coloring Book is one
of the first. Marketed as a combination
educational/ftm package, it lets even the
youngest child use the Amiga's mouse to
draw and color pictures while learning col-
ors.
The title screen displays a colorful
clown while the Amiga's male voice intro-
duces the product. Next it speaks and
highhghts the screen listing the four op-
tions: Demonstration, Practice, Color and
Draw.
Selecting Demonstration summons a
sci-een showing nine crayons with a label
on each. The color of each is spoken as the
crayons change color After the demo fin-
ishes, the child can use the mouse to select
a crayon, after which the color will again
Ik spoken. Using this point-and-hear
method the child will associate the word
for the color mth the actual color.
The Practice option works like a simple
quiz. Again nine labeled (unifoiTnly grey
in color) crayons are displayed, but this
time the voice of the computer asks the
child to point to a particular color word.
No score of proper or improper responses
is tallied and no time limits are enforced.
The idea is simple — help the child learn
to associate gmwps of letters (words) with
their corresponding color.
If the Color option is selected the names
of the ten pictures which come with the
program aj^e listed on the screen, lb select
a picture the child simply points and
clicks the mouse. The picture, bordered by
nine labeled crayons and an eraser ap-
pears. After a crayon has been picked the
program will speak the color and the child
can point at a spot in the picture and fill it
with that color by simply clicking the
mouse. Tb change colore the child can ei-
ther erase (same as coloring except color is
subtracted) or just color on top of the exist-
ing shade using another crayon. Finished
pictures can be dumped to a color printer
for hard copy.
The Draw option opens up a clear
screen page for the child to draw on, erase,
and revise whatever creation his/her mind
and wrist motion can conjm-e (no coloring
is possible during this operation). Fin-
ished artwork can be saved to disk and
then selected for coloring.
While drawing, the child needs to be
careful to close forms or else color will
bleed through to adjacent areas when a
color is applied. There is no real damage
done by such a mistake, but to con^ect the
problem (connect the lines) the child must
abandon the coloring screen and reload
the uncolored page and finish the lines.
My five year old was able to accomplish
the functions unaided. I suspect even
younger children could do as much — the
mouse activated input makes it that easy.
The drawing screen offere nothing fancy;
just draw or erase.
While this softwai"e will not replace
plain paper and crayons it can comple-
ment them. Because the child can quickly
and easily coniect eiTors and produce
more "professional looking" results, the
timid or resei-ved ones may be more in-
clined to experiment using the program
than they would be with a less forgiving
medium. Beyond teaching children to
read and recognize some woi-ds and ex-
press themselves graphically, the program
also exposes them to computers. It is good
for young childi-en to see the computer as
a useful tool which they can control —
The Talking Coloring Book does that.
There are some things about the Color-
ing Book which I didn't like. First, colored
pictures cannot be saved to disk for future
viewing. Their uncoloi-ed creations can be
stored and enjoyed over and over, but not
the finished coloi-ed ones. Without a print-
er, the colored pictures disappear forever
when the computer is turned off.
Another problem I encountei^ed con-
cerned the manual — there is none. That's
really no problem 98% of the time. But if
you ai-e like me and do not have a color
Reviewed by Gary V. Fields
printer and your child wants to dump
hij/her drawing to your black and white
dot-matrix printer, you may find yourself
in trouble. The inclusion of a simple man-
ual with instructions on how to properly
select the printer would eliminate a lot of
finstration for those new to the Amiga.
Everyone dislikes reading manuals, but
needing one and not having one is even
worse.
The inclusion of speech makes the
Coloring Book a much more appeahng
and helpful product than it would be with-
out the voice. But oddly enough, the ver-
sion used for this review mixed speech
with silence. The coloring and demo
screens used the built-in voice perfectly,
but when the child moves to the drawing
screen the program goes mute. For exam-
ple, when the child picks a crayon in the
Coloring sci«en, the progi'am says the
word (red, gi'een, eraser, etc.), but when
the child picks a tool in the Drawing
screen the program says nothing. The
screen which really needs speech but does
not have it is the "Pick A Picture Tb Col-
or" display The program reads the avail-
able files from the disk and the child can
choose which one to color or change (edit)
by pointing to it. I expected the voice to
say the filenames as they were highlight-
ed but it did not. The inclusion of speech
here would not only have made the pro-
gram fi-iendlier, but would also have
helped expand the child's vocabulary.
Maybe fiitm-e vereions of The Talking
Coloring Book will be more talkative.
The Talking Coloring Book is no compe-
tition for poweiM gi'aphic progi-ams like
Dehae Paint 11. There are no options like
miiTor images, auto circle, add text to a
drawing or use brushes offered here.
Those are featm^es I would look for in a
professional graphic program, but while
testing Coloring Book I had to keep re-
minding myself that it was designed for
young children — not middle-aged men.
Looking for a more objective opinion, I
turned to my kindergaiten-aged son. He
was delighted with the piwiuct and in
short order wiggled the mouse out of my
hand and was drawing and coloring unat-
tended. For him drawing and coloring on
a "glass tablet" was just as natural as us-
ing construction paper and felt tip pens.
What more can I say? The Talking Color-
ing Book was designed for kids and they
(or at least mine) found it stimulating and
easy to use. g
24 DECEMBER 1987
mniS^iMA{\^iiim.i:niv^n,m:.vmtit^A4i:
1965 - High-performance Jet flight
simulator for the IBM,
; Commodore 64, and Apple II
' computers
1987 - Expanding Scenery disk !
coverage: East Coast, Japan,
& Europe
1 986 - Flight Simulator 1 1 for the 68000
computers
1979- 3D graphics applied to the
original FS1 Flight Simulator for
the new Apple II and TRS-80
computers
1982/1983 - Microsoft Flight Simulator
& Flight Simulator II
1977 - SubLOGICs 3D graphics
package In BASIC and M6800
Assembly language
n Years of Technology and Dedicatio
Some say our technology has helped us define the state of the art in flight simulation. We believe our ten years of dedication
have gotten us where we are today.
SubLOGICs first black & white 3D graphics routines, developed in 1 977, paved the way for our introduction to flight simula-
tion and aerial combat gaming theory. Our second-generation Flight Simulator 11 was so well conceived that even we find it
difficult to improve upon. Jet's spectacular land and sea battle scenarios set another classic milestone in state-of-the-art
simulation gaming. Scenery concepts incorporated into SubLOGlC flight simulation products right from the start continue to
evolve as we introduce new, more beautifully detailed areas of the world to explore. And coming in 1 988 - a flight control yoke
for even more realism!
We invite you to help us celebrate our first decade of success, and share in our anticipation of the next ten years to come.
SubLOGlC tenth-anniversary promotional shirts and posters are available at your dealer or directiy from SubLOGlC. See your
dealer, or write or call us for more information. , ^ -
-)DifeU)GIC
713 Edgebrook Drive
Channpatgn IL 61820
{217) 359-8482 Telex : 206995
ORDER LINE: (800) 637-4983
(OKCOpl in llhnois)
.^;A.'.;; vijifet^i..';-^
SOFTWARE REVIEWS"
Reviewed by Russ Ceccola
Legacy of the
Ancients
Computei-:
Commodore 64
Publishei-
Electronic Aits
1820 Gateway Diive
San Mateo, Ca 94404
Medium:
Disk
Price:
$29.95
Fantasy/adventure games are so nu-
merous in the software world that,
when a new game is released, the product
must greatly impress anyone who plays a
demo version in a store or reads the hype
on the box. Legacy of the Ancients com-
bines everything dear to the heart of ad-
venturers everywhere. Twin brothers
John and Chuck Dougherty created a
world called Tkrmalon which takes ftill
advantage of detailed graphics and a col-
lection of unique sounds to make your
journey through Tkrmalon more enjoy-
able.
The game revolves around a scroll
called the Wizard's Compendium which
you find in the grip of a dead man lying
along the side of a road. This scroll con-
tains the spells of 12 long-dead and power-
ful wi2ards of Tkrmalon who met to as-
similate all of their magic onto one scroll.
The resulting creation, the Compendium,
was more powerful than expected and the
wizards fought over possession of the
parchment.
Passed down through the ages, the
scroll brought grief and death to anyone
in possession of its tattered fabric. The
man you find along the side of a road was
in the process of returning the scroll to the
Tkrmalon Galactic Museum, its proper
home. You must finish his work by discov-
ering how to neutralize the e%il associated
with the Compendium and ultimately
take the scroll to its eternal resting place
in the Galactic Museum.
The Galactic Museum fits into an area
of 23 X 22 blocks mapped out on graph
paper It is a testament to Tkrmalon, built
many ages ago by the Ancients, a strange
race of beings that no living being has
ever seen. The Ancients built similar mu-
seums on other planets that they visited,
all containing artifacts indigenous to the
planet.
The unique elements of the museums of
the Ancients are the displays themselves.
lb view a display, you need a certain coin
The man you find
along the side of
a road was in
the process of
returning the
scroll to the
Tarmalon
Galactic Museum,
its proper home.
You must finish
his work. . .
inCSPCCti
•MAGIC
OP€H
Wt^
use WHICH MftGlC?
CHOOSC: Time BOLI OTHCB
to pay for your interest. There are 12 dis-
plays in all, including two that require no
coin to inspect. Legacy of the Ancients
starts you off with two jade coins; the Mu-
seum contains three displays that use jade
coins, requiring you to make a choice fkim
the very start which affects the rest of the
adventure. Some displays will give you
transportation to other areas of Tkrmalon,
while others offer usefiil items or gold.
One interesting display houses a game
called the Stones of Wisdom which in-
volves betting on dice to increase your
character's intelligence. Return to the
Museum whenever you get another coin
and make a map of the Museum at the
start of your quest, so you'll be ready for
the dangers ahead.
You see Ikrmalon in all its wonder de-
picted in flill-color moving graphics in a
viewscreen about half the size of your
monitor's screen. The rest of the three-sec-
tion graphic consists of room for com-
mands at the bottom and a list of all avail-
able commands on the left. You select
commands by joystick or cursor keys — no
typing of commands is required to play
Legacy — another plus in the game's favor
The joystick does everything a lot easier
The world of Ihrmalon is immense, as
you will soon find out when moving your
character across a lai^e wilderness and
seeing nothing on the screen except for
landscape in the overhead view. There are
marshes, mountains, rivei"s, lakes, contin-
ents, islands, towns, dungeons, a fortress
and a castle. fVaveling goes at the pace
you want it to, and there is no set pattern
to get to your goal; in the end, you will
have traveled throughout the entirety of
Tkrmalon anyway.
There are 12 towns in Tkrmalon, each
containing a number of places and
buildings to aid you in your quest. Possi-
ble locations in the towns are; The Bank,
The Lending Association, The Foodstore,
The Weapons Shop, The Armor Shop,
Buy-Back Shops, The General Store,
Blackjack Tkbles and Flip Flop Tkbles
(gambling games), TVaining Schools, The
House of Healing, Magic Shops and For-
tune Tbller All of these places assume the
personality, names and prices of their par-
ticular town. A good idea is to play some
serious practice games in which you find
every town's location, what they include
and how high their prices are.
Obviously, you can spend a lot of time
in a town. It might be useful to do some
heavy gambling at Blackjack or Flip Flop
(a variation of Pachinko in which players
bet on where the ball lands at the bottom
of the Flip Flop board), so that you have a
good supply of money to buy goods, armor
and weapons — all necessary for the long
road ahead. A good thing about the banks
is that you can put money in a bank in
one town and take it out in another town,
eliminating the possibility of losing all
your money in a robbery in the wilder-
ness. Use this option to your advantage.
Legacy of the Ancients is essentially a
role-playing game in which your charac-
ter moves up in levels and increases use-
fiilness in various characteristics. You are
Continued on pg. 124
26 DECEMBER 1987
.fms-
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Welcome To Comf^uServe. ^
The Largest Computer Information Servici: In The Universe.
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CompuServe^
AN H1REUX:K COMPANY
FINALLY, A CHALLENGING HELICOPTEF
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Sure, our competitors have their own
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ThunderChopper puts you at the controls of an
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perience you'll be ready to test your skills in a variety of
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High-speed 3D animated graphics, courtesy of Sub-
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Superior programming and documentation design gets
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HiotATiorti^irrimirFOTTOTCfT
C64 ScrMiK ahown. Other computar vanlon* may vary.
Up Periscope!
ee Your Dealer.
And don't forget Up Periscope!, the
new state of the art in submarine
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marine action and realism, nothing
else even comes close.
• 1B87 AetlonSoB Corporation
3D graphics and special oltocls cmnosy SubLCWIC Corp.
Commodore 64 and Commodore IZe are rooislored trade-
marks ot CommodorB Etsdronics Ltd.
Appfe is 3 registered trademark ol Appfe Computer. Inc.
IBM is a registered trademark ol Inlernalionai Business
Machines Corp.
Or write or call for more information,
ThunderChopper is available on
disk for the Commodore 64/1 28 and
Applet! computers. Up Periscope!
is available for the C64/1 28 and IBM
PC. For direct orders please specify
the program and computer version
you want. Enclose $29.95 plus
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$6.25) and specify UPS or first class
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charges accepted.
iW^ Soft
-GENERATIONS AHEAD IN
201 WEST SPRINGFI
CHAMPAIGN. IL61B20
:. SUITE 711
(217)398-8388
SOFTWARE REVIEWS
Up Periscope!
Computer: Commodore 64
Publisher AdiotiSoft
201 West Spi-iiigfield Ave.
Smte 711
Champaign, IL 61820
Medium: Disk
Price; $29.95
Once the United States was drawn
into battle and WWII kicked into
high gear, all eyes turned toward the Pa-
cific, — the stage of the war's most impor-
tant power struggle. Japan had the early
edge, flexing its naval muscle to not only
dominate the sea surrounding its main-
land, but also to seize and secure an ever-
expanding formidable line of defense. Ja-
pan's dominance was making it virtually
impossible for the Allied surface ships and
aircraft to mount any kind of significant
attack. But the Allies were still confident,
for they had a secret weapon. Figuring
that the enemy couldn't fight what it
couldn't see, the U.S. placed all hope in its
"invisible" attacker: tie fleet class sub-
marine.
So the curtain opens on ActionSofl;'s
captivating new simulation, Up Periscope!
The only force that could effectively pene-
trate the seas surrounding the Japanese
homeland was the American submarines.
This program winds back the hands of
time and offers you the chance to once
again enter these perilous waters as com-
mander of your own sub. From bow tubes
to stem planes, the ship's all yours, and
although a well-trained crew is standing
by to cany out your every order, you alone
must make all strategic decisions regard-
ing movement, navigation and ordnance
control.
Your vantage point throughout the
game is fiom the ship's bridge — the nu-
cleus of all combat action, lb help you ear-
ly out your duties, the game's main screen
has been halved horizontally, allowing
you to check on a number of the sub's ac-
tivities with a quick glance. The bottom
portion of the playfield houses a panel of
instruments and gauges displaying all the
important information needed to run the
vessel. The top half of the screen provides
a vivid, three-dimensional view of the
ships, sea and shoreline surrounding your
sub. Depending upon your vessel's depth,
these visuals are seen through either peri-
scope or binoculars. Both can be panned
lull circle in either dii^ection and contain
variable-powered lenses, which allow you
As Captain, you'll often find
your attention divided
between a series of
responsibilities all requiring
constant inspection.
to zoom in for a close-up look-see.
Aside from this principle playfield,
there are also six auxiliary screens with
additional on-board information. These
include a pair of navigational charts, a
Radar Scope, a Damage Report, a Patrol
Report, and a Tbrpedo Data Computer
(TDC), which helps the skipper compute a
torpedo launch course based on calculated
target specifications. As Captain, youll of-
ten find your attention divided between a
series of responsibilities all requiring con-
stant inspection. The implementation of
orders is greatly facilitated by a logical or-
ganization of keyboard controls, all
backed by a handy reference card which
clearly outhnes the operational options.
Up Periscope! reaches authenticity on
every level. Graphically, the visuals are
crisp, clean and believable. On boaitl,
maps are drawn with detailed precision,
instruments are clear and easily moni-
tored, and station reports are offered in
colorful, legible displays. Out on the high
seas, the ship's actions are smoothly ani-
mated. Each surface vessel, be it destroy-
er, tanker, cai^o or transport, has a design
and look all its own. If a ship turns for a
chase, its detailed structure takes shape
as it stalks in close for the kill. Launch a
torpedo, and a visible wake slowly drifts
toward its target. Hits are signaled with
an explosive geyser of water as contact is
made, either immobilizing the ship or
sending it on an agonizing, twisting roll
into its watery grave. And in the event
that your missile strays off tai^et and the
enemy completes its ramming run before
you can dive, you'll get a low, sea-level
view of a large looming hull just before
impact. Fatal, but fascinating.
lb augment the visual realism, Action-
Soft; adds all the appropriate audio extras.
Reviewed by Mark Cotone
The incessant pinging of the sonar rings
clear, mixing vrith an assortment of infor-
mative sounds that help to signal the
ship's status. Diesel engines run with a
rough growl, while electric motore give oS"
a low hum. Tbrpedoes leave their tubes
with a quick hiss, move away with a fad-
ing whir, and meet their target with a dis-
tant, metal-shearing blast. The hull
creaks under the weight of the sea, the
Klaxon sounds before a dive, and a beep-
ing alarm calls for immediate attention
whenever damage is sustained.
When we delve beneath the superficial
audia'visual appeal of this program, it
comes as no surprise that the underlying
action is both exacting and engaging. The
combat realism is taken to such a level,
that not only is your vessel responsive to
your commands, but the enemy ships wiU
also act and react depending upon your
tactical moves. Pop up in one location and
draw attention to yourself, then dive and
run, and you might be able to spread out a
lai'ger convoy, making them more suscep-
tible to a damaging attack. When the en-
emy is converging on your position, dive
deep, cut the engines and lay low, and
there's the chance that you might be
passed over You can even jettison some
fiiel and debris fit»m your ship after an un-
successful depth charge run, hoping that
the Japanese, interpreting this as a sign
of a fatal hit, will believe thernselves vic-
torious and sail away.
ActionSoft offers a number of different
game scenarios to test your command
skills imder a wide variety of conditions.
For plebes, a Pacific Patrol option is avail-
able to help you familiarize yourself with
the battleground vrithout encountering
the enemy, and a New London Refresher
assignment is also offered to let you hone
your skills with live torpedoes. From
there, it's off to a number of genuine war-
time reenactments, which let you go on
some of the same historic submarine mis-
sion that U.S. ships carried out in the
1940's. Limited visibflity, unproven "dud"
torpedoes, and hazardous, uncharted
atolls are some of the many recreated ob-
stacles to victory, lb make this precision
simulation accessible to aU, a ten-point
options menu is included to let you tailor
each mission to match your skill. Every-
thing from hull thickness to enemy exper-
tise can be altered, allowing you to stack
the deck as you see fit.
Continued on pg. 122
30 DECEMBER 1987
CANBEVERYENTERTAININa
DEFCON 5: The AullMntlC SDI SImulaUm.
ENEMY LAUNCH DETECTED ALPHA ZULU 13:43.
EXPECT VIOLATION ULS. AIRSPACE 14:09.
YOU are at the controls of America's "Star Wars" space-based missile deferrse system.
DEFCON 5 is an authentic simulation of our Strategic Defense Initiative.
Your computer is in command of a network ol ort)iting visual reconnaissance satellites
and an avi/esome arsenal of sophisticated space-based weapons. The fate of the world
is in your hands. You make the split-second decisions necessary to detect, intercept
and destroy incoming enemy warheads.
Using realistic military commands you control
9 separate weapon systems, including orbiting
lasers, neutral particle beam emitters, electro-
magnetic launchers, and nuclear-pulsed
x-rays. We're at Defcon 5 and counting. Impact
is imminent. Will you destroy the missiles in
time to save the human race?
WW
'^^SLs
Call TOLL-FREE for the COSMI
dealer nearest you. or to order
direct.
DEFCON 5 is by Paul Norman.
creator of the Super Huey (light
simulator series.
DEFCON 5 for C-64/128 is priced
at $19.95. For IBM PC, S24.95.
c©smi
(800) 843-0537
in California (800) 654-8829
415 N. Figueroa Street
Wilmington. CA 90744
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The Comnuxiore'Conneaion.
SOFTWARE REVIEWS"
Reviewed by Russ Ceccola
The Lurking
Horror
Computen Commodore 64 , Amiga
Publishen Iiifocom
125 Cambridge Pai-k Dr.
Cambridge, MA 02140
Medium; Disk
Price: $34.95 (Commodoi-e 64)
$39.95 (Amip)
Think back to when you were in high
school or college taking that comput-
er programming course. You had to use
the school's computers and, for the most
part, they were never available in the day-
time. People fought for access to the com-
puters and, because of your late classes or
general laziness, you often wound up in
5ie computer room in the middle of the
night to do your work. As a member of the
"3 A.M. Club." you wandered the halls of
your alma mater after hours, taking a
break from fighting with the computer's
inadequacies. Did you ever wonder what
went on behind closed doors in the school
at night? What exactly was that strange
noise you just heard, and who turned on
that Ught in the iioom you just passed?
Questions like these and others are
answered in excruciating detail in one
of Cambridge-based Infocom's newest
games. The Lurking Horror. As the eighth
work of interactive fiction from veteran
game designer Dave Lebling, The Lurk-
ing Horror is also Infocom's first endeavor
into the realm of horror. When asked why
he chose a honxir game, Lebling replied:
"When I was a kid, I was interested in
horror mo\des and books, as well as sci-
ence fiction and fantasy In particular. I
read some of H. P. Lovecraft's works and
they made a lasting impression. I began to
pick up some of his writing again a year or
so ago and found myself reacting not as
much to some stories as I did when I was
young, but at the same time being terri-
fied by others that hadn't affected me at
all before. I thought that horror would be
a neat theme for a game and went ahead
with my plans."
In Horror, you are in the Computer
Center at G.U.E. Tfech with a twenty-page
paper due tomorrow morning and a rag-
ing blizzard outside confining you to the
building. It is the middle of the night and
there is no one else in the center except for
While editing your paper, you
find that it has been
replaced by text that looks all
too familiar, and you are
drawn into a nightmare that
won't end until you've found
your paper.
a hacker who looks familial-. While editing
your paper, you find that it has been re-
placed by text that looks all too familiar,
and you are drawn into a nightmare that
won't end until you've found out what
happened to your paper (or at least finish
your Classic Coke), bi the proce^ of ex-
ploring G.U.E. Tfech in search of the lost
paper, you find other presences not alto-
gether pleasant.
Horror is an all-text game in which you
type in simple commands at a prompt in
response to computer descriptions and
other consequences of your actions. From
commands like "Go West" to ones like
"Throw the Funny Bones at the Crea-
ture," the story happens according to your
actions alone. If you choose not to do any-
thing important and instead enter com-
mands like "Examine Me" and "Scream,"
be warned that you may be wasting valu-
able game time on nonsense actions.
What distinguishes Infocom games fix)m
all other text games is that you have the
option to do almost anything you want to
do in that universe-on-a-disk. Horror is no
exception, and you'll be surprised by the
vast number of options at your disposal at
every prompt from the computer.
G.U.E. Tech mirrors nearby M.I.T., ac-
cording to Lebling, and he designed the
geography for the game locations based on
an existing map of M.IT. Lebling de-
scribes the background of G.U.E. Tbch:
"My theory is based on H. P. Lovecraft's
fictitious Miskatonic University. It was
obviously a very small school, and Love-
craft.'s Miskatonic River was the fictional
counterpart to Massachusetts' Merrimac
I River, After all the troubles at Miskatonic
in the 20's and 30's that Lovecraft wrote
about, the town that the school was locat-
ed in ran into financial difficulties. As a
result, it and several other small schools
I merged to become G.U.E. Tbch, thanks to
the great bequest made by George Under-
wood Edwards. G.U.E. Tfech is the lineal
descendant of Miskatonic."
Regardless of affiliation, G,U.E. Tfech
contains within its walls many unspeak-
able thin^ that I won't speak about, be-
cause I don't want to ruin the game for
you. HoiTor fans will love all the descrip-
tions that Lebling sprinkled throughout
the game, and Lovecraft fans will scream
vrith delight at all the inuendos present in
The Lurking Horror. The game is the first
normal difficult}' game Lebling has de-
signed since Zork I. When you ultimately
finish the game and take part in a dra-
matic and involved cUmax, you'll be beg-
ging for more. Horror pushes you to the
limits of your pu2zle-solving capability
and mental capacity and offers all that in-
teractive fiction fans have come to know
and love.
Lebling wrote Horror in a prose style
reminiscent of Lovecraft's. A typical de-
scription in the game is: "A thick black
mist begins to form in the room. Parts are
darker, and parts lighter, and the dark
parts form a disturbing shape. The profes-
sor chants and calls more loudly now, his
voice rising in a kind of hysteria, and you
realize the calls are being answered."
Lebling explains his motivation for
writing in this style, "That was intention-
al. I wanted to write something that was
basically Lovecraftian, but set in a
Stephen King kind of world. One of the
things that King does is ground his stories
in the real world with believable people
and brand names. That's why I included
Classic Coke and Funny Bones instead of
soda and a snack." Lebling's attempts
were successfiil, for the game reads like a
good horror novel. Your mind must be
bent in the same way In dealing with the
denizens of G.U.E. Tech's hidden rooms
and underground passages, don't always
try the normal approach to a problem.
Look for an easier way out or one that in-
cludes a touch of the supernatural.
LebUng gave me a piece of advice in
playing his games wWch applies to Hor-
ror, "In almost every game I write, there is
a maze — but I hate mazes. So, if you find
a maze in one of my games, the chances
are very, very near 1009^ that there's a
trick, and if you figure out the right thing
to do, it's not a maze." The maze in Horror
appears later in the game, but you have to
figure out how to get through it.
Lebling included many objects and
Continued on pg. 36
34 DECEMBER 1987
THEBARBARIAN
tm ARRIVED!
THE imRORPODS
ARECOMING!
TWO GREAT NEW TITLES mOM PSYCHOSIS
'THE list dFiiSf"
Commodore Magazine
"*r:Njr.jfr
BARBARIAN
Can you become Hegor the famous dragon-
slaying, monster- mangling Barbarian?
Are you the warrior who can enter the
fearful realm? of the underground world of
Durgan^a world terrorized by the evil
Necron?
Can you hand fe the adventure, the frenzied
attacks, the hidden traps, the gruesome
death deafing monster^?...
Your quest: to destroy the lair of the
accursed Necron. Your prize; '•.he kingdom's
crown.
Your task is awesome! You must live on your
wits, conquer your innermost fears, use every
skill and weapon available to you.
Hideous perils await Can you survive?....
Are you Hegor the famous dragon-slaying,
monster-mangling Barbarian?
Its been a long watch...Asthesun
disappeaTS over the horizon, the uninviting,
grey bleakness of Colian becomes apparent.
Following the intense heal of the day, the
onset of night adds the bitterness of sub-
zero temperatures to an already hostile
environment, and the stark interior of the
D.S.V appears almost homelike.
Deep melancholy is suddenly smashed by the
shril I scream of a siren. The status panel has
gone crazy, an extraordinary array of lights
flash uncontrollably. Good grief. ..what's
happening?
Frantically, you turn to look at the command
scanner, hunting through the mass of
information before you, in a desperate
attempt to decipher what has happened,
Your whole being freezes...ltcan'tbelThe
Terrorpods...
V
ARENA
The classic sports SI mulatfOF^'
BRATACCAS
Become Kyne the earth sdentJst acojsed of
genetic fraud.
DEEP SPACE
The ultimate interstellar war game.
I N
B
Published by:
PSYGNOSIS LTD.
Liverpool, U.K.
Available at most software retailers.
Distributed exclusively in the US. by:
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2150 Executive Drive
Addison, IL 60101
(800) 422-4912 • (312) 62(M444
512k color veriions available tor Atari ST and
Commodore Arryiga — co/or marjitors only.
E V I N G
TWo-On-TWo Basketball Action
One-on-one is OK for a little practice, but real basketball is
a team sport, Tb be really good at it, you need all the skills—
passing, dribbling, shooting, stealing and rebounding. That's
what it takes to win a championship. That's what GBA Champion-
ship Basketball"^ TWo-on-Two™ delivers.
From the roar of the crowd to the swish of the net, from slam
dunks to three-point shots, it's all here — fast and competitive.
Not only is there team action, but 5nou can even compete in a
4-division, 23-team league - all the way to the playoffs and the
GBA Championship game!
When you're ready to jump into the big leagues of computer
basketball, start with the game that begins where the others leave
off — GBA Championship Basketball; IWo-on-lWo.
Por Commodore
64, 128 and Amiga.
Apple lie. He, and
DOS. Atari ST, IBM
PC, PCjr, Tandv
1000 and 100%
compatibles.
Apple nOS
screen shown.
emEsmt'^
■Rj order, visityour local irtailer or call 1 'ft00-a2 7-6900. CoraraiHlort 64, 128 and Amiga arr Iradcraarits of Commodore
EIcctTDDics. Limited AppL? is a trademark uT Apple Compulrr, tnc ALarJ ST i& a trademarli of Atari Corpora Uon. IBM PC
andPCjraig tradfcmaxhSciflnterTmHii>aa[Ilu!tlnfiiaMarhiiif<rnq^ofatinm Tandy <* a rrart<-mai^ jif Ti'lVty f^"rp"T^ti^Hi
Look for specially marked £/UlgSniff*
packages featuring an exclusive offer firom
Sports Itastnted.
■Software Reviews/The Lurking Horror —
I Continued fnim i>g. 34
situations closely related to his days at
M.I.T. which make the game more inter-
esting to play. For instance, the brass
"I wanted to write something
that was basically
Lovecraftian, but set in a
Stephen King kind of world."
hyrax you eventually find is a tribute to
M.I.T.'s class ring, lovingly refeiTed to by
alumni as the "brass rat." The ring de-
picts a beaver .sitting atop a bunch of
twigs with one in its mouth. The year of
graduation is spelled out with twigs as
well. The maintenance man in Horror is
just like the ones Lebling and his friends
encountered when they took exploratory
late-night breaks in the basements of
M.I.T. Similarly the rats you encounter in
one of the sub-sub-sub-basements at
G.U.E. Tfech were a reality once for Le-
bling and his cohorts as they exploi-ed a
dark basement and saw hundreds of tiny
beady eyes staring back.
The Lurking Horror is an excellent
journey into hoiTor interactive fiction and,
as Infocom's first such attempt, has
earned its place along the other all-text
games in Infocom's library of 30+ titles.
Lebling set out to create a world populat-
ed by the temfying and unexpected and,
as you progress in the game, you'll be sur-
prised at what you find. Save your game
often, for there are many chances for the
words "You are dead" to pop up on the
screen. The terrain for the game is not too
complicated to map, but be especially
careful in the way you arrange your boxes
representing rooms in the southeast cor-
ner of the map.
In closing, here are some words of ad-
vice: Mo.st importantly, remember that
most objects you find are needed for two
purposes. When done with an item for a
puzzle, leave it where it can easily be re-
trieved. Carcflilly read the descriptions of
characters and places given in the game.
Both contain important clues in solving
pu77.]es later in the game. Tp,' pouring
some Cla.ssic Coke on the pentagram and
read the graffiti in the elevator several
times. Finally, carefiilly examine the en-
closures that come with Horror. Included
in the game package are a G.U.E, Tech
student identification card, a Guide to
G.U.E. Tbch and a plastic bug. Some of the
information contained on and in these en-
closures is nece&saiy to finish the game. 9
35 DECEMBER 1987
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SOFTWARE REVIEWS"
Reviewed by Rich Budnick
Buyer's Guide
to Dvorak
Keyboard
Software
Fasten Better Taping
You too can type (input) faster and
more accurately on your Commodore
than you would have believed possible.
The solution is simple, easy to learn and
inexpensive. It's an old idea that's gaining
popularity.
Here's what you do: just convert your
hardware or acquire software to a CK'orak
keyboard system. "What's Dvorak?" you
ask. The Dvorak keyboai'd rean'anges the
letter keys so the most fi-equently used
letters ai"e next to each other. People who
use the Dvorak keyboard type an average
of 309f faster, make fewer en'oi's, and suf-
fer less fatigue. It's not uncommon for
Dvorak users to tviDC in excess of 100
words per minute. If you ever wondered
how champion typists do it, here's theii- se-
cret: many use the Dvorak keyboai'd.
In 1936, University of Washington Pro-
fes-sor August Dvorak calculated the fre-
quency that we use each letter of the Eng-
lish alphabet. Then he designed a type-
writer keyboai'd, placing the most often-
used lettere on the home row. This
keyboard realignment makes typing more
scientifically efficient. Appro.ximately
70*;^ of all Dvorak tjfping can be accom-
plished without lifting youi' fingers to
reach another row.
In contrast, the standard keyboard lay-
out we use on our Commodore computer
(known by the letters "qwerty"!, was de-
signed with the most commonly used let-
ters spaced fai- apart. This keyboard, de-
signed in 1872, was deliberately intended
to prevent a fast tj'pist from making the
keys jam or stick. Obviously, the tradi-
tional keyboard wasn't intended for speed
or eflRcienc\^ Now that we have computers
the traditional keyboard is outmoded.
Key-jamming while inputing doesn't oc-
cur. The Dvorak keyboard makes tj'ping a
more enjoyable experience.
More than 100,000 people use the Dvo-
rak keyboard, including 40.000 AT&T di-
rectory-assistance operators nationwide.
Virginia Russell of Dvorak International
says 20 federal government agencies ai'e
If you ever wondered how
champion typists do it,
here's their secret: many use
the Dvorak keyboard.
now considering the Dvorak keyboard as
a way to impmve worker pi-oducti^dty and
save tax dollars. Such a eonvei-sion may
launch a nationwide shift to Dvorak in
government, business and the home.
If you're impressed with the productiv-
ity and efficiency potentials of Dvorak,
you'll be glad to know Dvorak capabilities
are available to Commodore users as op-
tional hardware or software convei-sion. i
Keyboard Cadet I
Mindscape's Keyboard Cadet teaches
you to touch type the Dvorak system with
an exciting sollware program that prides
itself as being neither dull nor boring.
"This typing program is designed as a
game format to make typing fun for peo-
ple of all ages," says Charlie Schalf, Prod-
uct Development manager for Mindscape.
"It takes an average person a couple of
weeks to unlearn Qwerty and learn a new
system."
Keyboard Cadet is easy to use. Just boot
it up, and you're ready to go. The menu
asks for standard or Dvorak. The program
takes you through 15 typing lessons, each
taking only 10-15 minutes.
Whole woixls appear in blue on the top
half of your screen, as if you are looking
though the window of a spaceship. Indi-
vidual letters you should type appear in
yellow, but they flash in red if you type the
wrong key.
Keyboard Cadet is the first product to
display a screen with a diagrammed key-
board, and a pair of three-dimensional.
animated hands. These hands teach prop-
er hand positioning and correct finger
reaches. The program is based on educa-
tional principles that teach proper touch
typing, not "hunt and peck." The touch
typing instructions are based on the
method system of SFN, a subsidiar\' of the
nation's leading publisher of typing prod-
ucts for schools.
Keyboard Cadet works with the 64 or
128 in 64 mode, and costs $39.95. It is sold
by Mindscape, 3444 Dundee Rd., Noith-
bn)ok, IL 60062. Phone (800} 221-9884.
Speedpak
Here's a software conversion program
for those of you who already know how to
t>T)e with Dvorak. You can toggle easily
between Dvorak and Qwerty with the con-
trol key. Speedpak features an innovation
that allows you to edit t\vo documents in-
stantly from a divided screen. It also has a
fast RAM-based mail merge, a help screen
and an on-screen font installer
Speedpak is an enhancement for Speed-
script V. 3.0, 3.1, or 3.2. You must use
Speedscript the first time, but then you
can save both as a unit, so you only need
to load Speedpak in the future. It tiikes
five seconds to load Speedpak, and you
don't waste time inserting disks.
Speedpak works with the 64 only and is
sold by Upstart Publishing Co., Box
22022, Greensboro, NC 27420. Phone
(919) 379-9732. Speedpak costs S17 plus
S3 for handling. Upstart also sells Speed-
script for $20 plus $3 for handling,
DV Typer and DV Switcher
Prelco sells two Dvorak-related prod-
ucts: a softM'are keyboard convei-sion typ-
ing tutor, DV Typer, and a hardware con-
version, DV Switcher.
DV Typer teaches you the Dvorak
method with your 64 or 128. You also get
a 22-page Dvorak typing instruction book
and Dvorak/Qwerty key overlays. A user-
friendly menu allows you to choose and
save colors, load, write and run BASIC
programs. DV T-per works easily with the
(>4. Just turn it on, load DV Typer, and
run it. You can autoboot DV TVpcr with
the 128, so it also becomes a sofl^vare con-
version for word processing. This keeps
the Dvorak keyboard and enables you to
utilize BASIC and commercial programs.
DV Switcher is a ROM kemal kit which
enables you to type with either D\^orak or
Continued oil pg. 122
38 DECEMBER 1987
NEWIfrom Micro League Sports
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_ _fehrf The Hulkster*s title
r be theifg^guy and try
way!
m
From the team who brought you Micro League
Basebal! — the exclusive, award-winning
game simulation — another exclusive . . .
Micro League and World Wrestling
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Featuring the Hulkster and some of the WWF's
most Infamous villains — all in real-life, digitized action.
Strap on Hulk Hogan's Championship belt or put on •
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slam, leg drop, all the rest!
Take the challenge and step into the squared circle
or pace in the dugout. Either way you'll be making
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Be the manager of
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■ Superb graphics
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■ With 25 powahouar At '
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not ajoya,.
Wrestling Disks available for: Commodore 64/1 28, Atari ST
Baseball Disks available for: Apple 11 Series, Commodore
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Check your software dealer or. . . direct VisalMC orders cai
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::{ill
SOFTWARE REVIEWS"
Reviewed by Scott A. May
Sigma?
Computer: Commodore 64
Publisher: A\-ant<ige/Accolade, Inc.
20813 Stevens Creek Blvd.
Cui^rtino, CA 95014
Medium: Disk
Price: $14.95
With the introduction of its A^'antage
line of budget-priced software, Ac-
colade proudly thi-ows the notion "you get
what you pay for" out the v\indovv. Avan-
tage not only gives relatively unknovm
designers a wide forum, but it also pre-
sents quality original software at reason-
able prices. Sigma 7 is one of the best
titles to emerge from this promising new
label.
Sigma 7 benefits from a renewed inter-
est in home aixade games, blasting its
way onto the screen with pulsating graph-
ics and finger-numbing action. Sigma 7 is
a joystick jockey's delight.
The game is a marvelous crossbreed of
coin-op classics and new technology. The
theme is ceitainly familiar: A savage
alien race is constnicting the most deadly
battleship in the galaxy, code-named Sig-
ma 7. Your job is to infilti*ate the alien fac-
tories, decipher the destmct code and halt
operations. Crisp graphics and smooth
player control transfonn this mundane
scenaiio into an exciting and pleasantly
difiicult aiicade contest.
The game contains three phases or sub-
games arranged in seven levels of increas-
ing difficulty. Players begin the game with
three "lives," gaining three additional
lives for completing each phase. As an
added distraction, phases two and thi^ee
impose stiict time limits for completion. If
all lives are lost, or time is exceeded, the
game ends.
Phase one finds your spacecraft launch-
ing fi"om its base in search of the alien fac-
tory. Against a backdi-op of twinkling
stars, wave after wave of alien space
mines attempt to intercept your ship. Al-
though they do not fire, the space mines
swarm in deadly formations. Any contact
will cause your ship to explode, losing one
hfe.
This first phase is highly reminiscent of
classic arcade games such as Zctxxon and
Gataga. Joystick control is tight and re-
sponsive in both movement and firepower.
The action unfolds fast and fiirious, espe-
cially at higher skill levels. The only
Accolade proudly
throws the notion
"you get what you
pay for" out the
window.
drawback is a curious lack of depth; all
ships operate on a two-dimensional, diag-
onal plane. The ability to move above and
below the playfield would elevate this
phase to perfection.
Each wave of alien mines enters the
sa"een ftiom behind your ship on either
side. On this initial pass they fly harm-
lessly by, splitting apait and refonning for
attack. The trick here is to follow their
lead, blasting as many as you can fi-om
the rear. This leaves fewer to contend with
as they regix)up for assault. Spread yom-
fire with quick bursts, concenti'ating on
the last space mine in foiTnation. Left un-
touched, this little de\'il will ofi:en home-in
on your ship, torn which there is no es-
cape.
If you survive the space mines, your
ship will dock at the alien space factoiy.
Here you begin phase two, an encounter
with the factoiy s deadly robo-mines. The
factory ai'ea consists of numerous path-
ways filled with dots and randomly-gener-
ated alien mines. Youi" task is to cleai' the
pathways of dots before time runs out. The
slightest contact with the randomly-gen-
erated alien robots spells instant death.
They must be avoided with careful ma-
neuvering or destroyed with your laser
cannon.
Phase two is a clever twist on the Pac
Man theme which most players will find
difficult and entertaining. The diagonal
movement and textured gi-aphics add per-
fect detail to a familiar premise. Not all
dots can be cleaiied fiiom the pathways,
however. Those remaining fonri a special
pattern, or code, that must be memoiized
for use in the next phase. The factoiys
layout — and final code — increases in
difficulty at higher skill levels.
The best tactic here is to keep moving,
concentrating on the path before you. Pi-e-
pare for tight cornering and avoid dead
ends, as robo-mines often materialize di-
rectly behind you. Keep a scrap of paper
handy when the dot patterns eventually
appear. Pause the game using the F7 key
and carefully draw the pattern for use in
the next phase.
A red spiral at the top of the screen de-
creases in length with each passing sec-
ond. When the spiral tmTis white, you
] may exit at the far end of the factoiy. If
j time runs out, however, the game is over
I Bonus points ai^e awai'ded for completing
' this phase with time remaining.
The final phase incotporates the secret
code into a puzzle similai^ to a space-age
Rubik's Cube. Playere move about a stinc-
. tui-e (the factor>''s Control Unit! contain-
I ing a series of blinking multicolored
, cubes. Dming play the cubes constantly
change color from green to i-ed and then
yefiow. The object is to tm-n yellow cubes
"on" (white! by pressing the firebutton,
fonning the same patterns revealed in the
pre\ious phase. Unfortunately, an alien
defense system tags behind you at all
times, undoing your handiwork. Complete
this stage and you will begin phase one
again at a higher skill level.
Phase tbt^ee is the game's most obscure
and difficult segment. Success on this
phase requires fast reflexes and nerves of
steel. Lights on the side of the stmcture
light up as time counts down. If the time
limit is exceeded, the game ends,
A vanity board saves the top five scores
and player names permanently to the
game disk. These scores can be viewed be-
fore each game (giving playere something
to shoot for). Finally, expert players may
begin the game at any of the seven skill
levels.
Sigma 7 is a stixjng ai-cade contender,
comparable in style and energy to its coin-
op cousins. It is also a perfect intixniuction
to the Avantage line of low-priced soft;-
ware titles. Fast-action fans will find a lot
to like in this well-consti-ucted game, g
40 DECEMBER 1987
No matter what kind of game you're in the
mood for, you'll find that if it's in a box
marked FIREBIRD, it's really hot!
Firebird offers the excitement of a whole
range of challenges — Ad\'eniures and
Strategies for long rainy weekends, Arcade
games for exhilarating evenings, Simulations
when you need to get awaj' from it all,
Produaivity sofav^e ^en you're feeling —
well, produaive.
Look for the Firebird — it stands for top-
quality software in virtually every category
How About This
Ball of Fire From Firebird!
This is SENTRY, a unique Strategy game with
over 10,000 full- color 3D vector landsapes
and four-way scrolling. Do you have truly
exceptional concentration and near perfect
hand/eye coordination? TTien maybe — just
maybe — you possess the skill to outwit the
Senti}' at each level of the extraordinary
challenge.
Firebird Fireworks
Unlimited
When your mood shifts from the deliberation
of strategic planning to the excitement of fast-
paced Arcade aaion, look for Firebird's ELITE,
a unique game which encompasses the best of
both worlds. Or try STMGUDER, an amazing
3D combat flight simulation.
If it's Ad\'enture you're after, here's the
breathtakingly illustrated GUILD OF THIEVES,
with its revolutionaiy text-handling system.
Firebird even offers economical,
professional-quality Produdvity software!
ADVANCED ART STUDIO is a comprehensive
art package with powerful graphics routines.
This is Firebird — the best in interactive
software of every description. We'll prove to
you that you don't have to keep switching
brands to satisfy your obsession for challenge!
CREDIT CARD HOTLINE T^iT^ ^SP
(201)444-5700 fet^ ^&
"The First Full Line In Software"
Firebird Licensees, Inc.
P.O. Box 49, RamscN', ?{[ 07446
(201)444-5700
Firebird software for CommodMe 64 systens, including ilie
popular Golden Path, Pawn, Colossus Chess IV, Cholo, 'Eilking
Teacher, Concise Music System and Adranced Music Sjsem, is
available from t2'i.95!o»59.95.
CiBiiaiitotS^isaiigiSKedinbaMiofCaimodQKBusu^ FWMaoditeHHbirilogJmftgBmdcaiieoHiisoJfiiibWUsa^
SOFTWARE REVIEWS
Professional
Text Engine,
Vl.O
Computer: Amiga
Publisher: Zii'koiiics Coii»ralion
422 Guy
Montreal, Quebec H:iJ 1S6
Canada
Medium: Disk
Price: $79.95
Professional Text Engine is a screen-
oriented text editor for the Amiga
written by a progranmier for program-
mers. It is a very powerful and versatile
program. Although it bills itself as a
"What-You-See-Is-What-You-Get" editor,
it is not well suited for word processing, as
it lacks the capability for printer control,
page formatting and displaying different
fonts and text styles, such as boldface and
italic.
Program Features
The PTE disk comes with all the appro-
priate icons to allow it to be nan fi-om
Workbench, but it can also be run from
the CLI. If you boot your Amiga from the
PTE disk. PTE will load a special font
which gives some of the normally unused
character codes definitions which are used
for drawing text boxes in the PTE "help"
screens. This means that if you booted
your Amiga from a disk other than the
F^E disk, your PTE help screens will be
barely readable, covered with the little
rectangle characters that normally are
displayed for unprintable chai"acters.
A vertical scroll bar is a welcome sight
on PTE's window A horizontal scroll bar
would have been nice too, but would take
up one more precious line of the display.
PTE reserves three lines at the bottom of
the screen for the Command line, Status
line and Message line, leaving you with a
maximum of 20 lines of \'iewing area for
your text. Even when running in an inter-
laced screen, PTE will not let you re-size
its window to more than 200 raster lines,
the maximum size for a non-interlaced
(Workbench) display. PTE can edit multi-
ple files simultaneously. There is only one
PTE window, so you must "flip through"
the files currently being edited, or select
one by name. Each file retains its owti cur-
sor position, tab stops, margins, and other
A unique feature of PTT
which sets it apart from other
text editors is its
programmability: virtually
every key can be redefined to
pertornn the function of your
choice.
user-changeable settings, and when you
select a file, its tabs and other parametei-s
become cun^ent.
A ver\' thorough land thick) manual is
included with PTE, which includes plenty
of examples. Unfortunately, it is not spiral
bound, and snaps shut the minute you
look away. It is divided into a table of con-
tents, an index, a nine-chapter tutorial
section where related commands are ex-
plained and gi-ouped together, and an al-
phabetically organized refere'nce section.
The index covei-s all of PTE's commands
and refers to both the tutorial and refer-
ence sections of the manual, but is other-
wise a bit skimpy. The organization of the
tutorial section makes it u.seful for refer-
ence as well as for learning PTE. since all
fimctionally-related commands (for exam-
ple, all cui"sor movement commands) are
grouped together.
Help screens can be summoned with a
touch of the HELP key or hvm a menu.
Pull-down menus simplify life and aid in
speeding up the pixxiess of learning PTE.
A unique feature oiPTE which sets it
apart torn other text editors is its pro-
grammability: virtually even' key (in-
cluding tho.se which aix' CTRlvod, ALTed,
CTRl^ALTJjd, etc.) can be ix'defined to
perform the i unction of your choice. PTE
has an entire text-editing language built
in with well over 100 commands, condi-
tionals, looping constructs. Hags, and vtu--
iables. So if there is no built-in command
to perfoiTn the function you need, you can
quickly write a macro and assign it to a
key. In fact, PTE comes with .several dif-
ferent "configuration" files, each of which
is tailored to a specific text-editing need:
WordStar emulation, C soui-ce code edit-
ing, and Amiga Assembler editing are ex-
Reviewed by Matt Blais
amples. These configurations are macro
files which define new functions (macros)
and assign them to various keys. The C
source code configuration, for instance,
programs one key to check for unmatched
brackets and parentheses. Separate help
files are included foi- the different configu-
rations since the fimctiong assigned to
some keys differ between configm-ations.
Versatility is the Word
PTE features an Undo command and
also has the ability to recall all of your
previously typed commands (a la UNIX
"histoiy"), so you never have to wony
about retyping a long command line if you
make a mistake. Function keys (alone,
shifted, ALTed, CTRLed, and in combina-
tions) are all programmable, as are both
mouse buttons, mouse button combina-
tions and the menus. A special "key"
called the ZZ-99 key can be programmed
to execute before every keystroke, provid-
ing an easy way to do exotic things like
automatically tvping vertically or back-
wards, or inserting a space after every
character typed.
In addition to programmable flags and
variables, there are also stacks available
which are useful for keeping track of
things like multiple marked areas of text
and cursor positions, allovving for some
very complex text manipulation func-
tions.
The standard frisert and Replace text
entry modes are supplemented by a
unique "squeeze" mode (a combination of
insert and replace), which is useful for
working with columns of text without dis-
turbing column alignment.
Another rare but useftjl feature of PTE
is its ability to move, copy, overlay, fill,
sort, center, justify (and do countless other
things) to rectangular blocks of text, in ad-
dition to the more common character- and
line-delimited text ranges. This means
you can select a vertical strip of text fi-om
the middle of your file and shift the entire
block left, or do whatever else to it. This is
one feature I always missed in other edi-
tor.
PTE provides a vereatile way to "trans-
form" the name of the file you are editing
into a different name (for example, change
the filename's extension to ".bak" and the
directory name to "backup") to make
backups of the original file before replac-
ing it and to generate state file names.
Cmitimu'diin p^. 110
42 DECEMBER 1987
^ynun
TKe Zork Trilogy Kas become a legend in its time,
selling nearly one million copies! Now the legend
continues witn an extraordinar;y new Zorkian universe
that Dreaks ground in computer gaming. For the jirst
time, the character-building and combat of role-playing
games joins the masterly prose and puzzles of Infocom s
interactive fiction.
Beyond Zork 's sophisticated new interface makes
interaction more natural than ever, plunging you into a
world teeming with magic and peril. Tne vast and varied
Southlands of Quendor come alive as you seek fantastic
treasure and combat the vicious monsters who haunt
the streets and wastelands.
Challenge yourself to a quest that's far beyond anything
you've ever experienced. Beyond Zork.Tne incredible new
interactive story from the master storytellers at Infocom.
inFocom
125 CambridgePark Drive, Cambridge, MA O21'10
Bevond Zork is itvaUabk at your local dealer for the Amie U series, Macintosh, Commodore 128,
Amiga, !BMPCand!00% compatibles, and Alan ST To otderdir^ct, call 1-800-262-6863.
Coming soon; Apple IIGS,
Zork is a registejvd trademark of Infocom, Inc.
OnegLmci at Beyond Zork Tnll show you thai
it i umike arty inreracti'je story you 've seen hefon.
On-KTren mapping. Window displays, A character
that gnrws m strenph andptfwer. Youxt all the
exatcTTjent of wle-playing games, skillfully blended
with tie fabulous piazle and ateani-winning prose
oflnfoctmi 's interactive ficdtm.
Sown sherwn is for the Commodcne 118 version.
SOFTWARE REVIEWS"
Superstar
Ice Hockey
Computer:
Publisher:
Medium:
Price:
Coinmotlore !>l
Mindscaiie, Inc.
3444 Dundee Road
Northbrook. IL 60062
Disk
S34.95
Introducing Superstar Ice Hockey, a new
offering fitim the Mindscape SportTime
line that lets you experience all the de-
lights and frustrations of owning your
cvvn sports fi'anchise in an authentically
recreated, highly competitive major
league en\'ironment. Your hockey team is
just one of t%venty v-ying for the coveted
championship cup, and this time it will
take a little more than luck to bring the
prized trophy home. Ed Ringler, the pi"o-
gram's designer, has created a simulation
with substance — a deep and demanding
contest that will i-equire you to be a combi-
nation businessman, strategist and sup-
ple-wristed joystick jockey in oixler to gain
success. It's a crowd pleasing sofhvaiie hat
trick that scores with ever\' shot.
The first time this program is ap-
proached, your hockey team is intixxluced
as one of the foui- new expansion clubs
about to begin theii- inaugural season in
the prestigious SportTime Hockey League
(SHL). The sixteen established teams that
formerly comprised the entirety of the
league have a nine-yeai- head stait on
your club, and their immediate plans ai'e
to use you as the divisional doonnat. Your
job is to gain some respect. The iiecoitls
and rosters of your opponents have been
made readily available and can be i^e-
searched at length in order to size up the
competition. Tfeams ai-e named after the
cities they represent, and National Hock-
ey League fans will be pleased to find
many of their favorites waiting to be test-
ed. True to the final NHL standing over
the past few seasons, Edmonton, Philadel-
phia and Washington appear to be the
powerhouses, closely ti-ailed by such pe-
rennial contendere as Calgary, Boston and
Montreal. Any realistic chance of your
team achieving championship status is
still a couple of seasons down the road.
The SHL offei"s thi"ee options in this
construction process: i-ecruiting, where
you replace lackluster and aging roster
members with some fi-esh blood fi-om the
minore; training, where you aim for gen-
eral improvement by sending the whole
team away to camp; and trading, where
you wheel and deal with the other fi-an-
chises in an attempt to quickly stiiengthen
youi' team's weaker links. "lb keep the
reins on these club refinements, the
league charges "ti-ading points" for each
ameliorative attempt. Initially, new fran-
chises are granted 250 points to start
with, and at the end of the season, depend-
ing upon each team's final placement in
the standings, additional trading points
ai-e awai-ded on a proportional basis, with
the cup winner i-eceiving the smallest al-
lotment. Kudos to Mindscape for devising
and incoi-porating such a system, for it
tends to promote paiity, keeping the
league competitive and the matches excit-
ing. The SHL even arbitrates al! ti'ade of-
fers, so that you can't go about exchang-
ing players without league approval (just
in case you were thinking of pereuading
the unwitting computer controlled squads
to accept an assortment of sciTibs for a
gaggle of Gretzkys).
Once your raster is fine-tuned and the
season begins, it's time to don youi' coach's
cap and scout the opposition as you pre-
pare you]' playei"s to meet their various
rink rivals. Before each game, strategies
must be weighed and positions assigned.
It's a stimulating mind game be-
t\veen benches, with coaches squaiing off
in a sort, of accelerated chess match con-
stantly tiying to outsmart their counter-
part by positioning, blocking and shifting
playere. Since ice hockey is one of the fas-
test team spoils in the world, you had bet-
ter keep pace with some lightning fast
thinking, or you're ceitain to find yourself
on the short end of a lopsided score. Luck-
ily, Mindscape has some sense of s\Tnpa-
thy, for they've included an option that af-
fords the unfamiliai" or ON'envhetmed user
the chance to hand over all the coaching
duties to the computer. So if you're new to
the game, or would rather concentrate on
another aspect of play, you can still re-
main in the hunt by placing your team in
the capable hands of your Commodore
coach.
In the SHL you are granted control of
Reviewed by Mark Cotone
either the center or the goalie. That's it,
Unlike other computerized hockey con-
tests where youi- joystick control constant-
ly shifts to direct the actions of the player
closest to the puck, the SHL assigns you a
specific player, and he's yom-s for the dui-a-
tion, As center, this unique method allows
for a little more flexibility in play develop-
ment, for now you can not only shoot, pass
and skate with the puck, but you can also
make your presence felt with some tacti-
cal maneuvere away fi"om the play. And if
you choose to take the goattender's posi-
tion between the pipes, you can go beyond
the usual pad save contributions by tak-
ing a more active role in play develop-
ment, using some Hextall-like dealing
passes and legal interference to launch
your team up ice. All of your suiTogates'
actions are controlled with a few easy-to-
leam joystick taps and tugs. And you're
not alone. The rest of youi- progi'am-con-
trolled teammates will lend some uncan-
nily accm-ate support, v\ith tenacious de-
fensive play, crisp passes, and slick skat-
ing. And once again, if the user is either
arm weary or more of the spectator sort,
the computer will be glad to take control
of all the players on the ice, leaving you to
attend to other team needs.
Visually, Superstar Ice Hockey is viewed
from the expensive seats, just above the
playing surface at center ice. Players whiz
end to end in fluid animation as the
screen scrolls to keep a close eye on the
game. Shootei-s crank blasts fi-om all an-
gles, sending the iTjbber flying at varying
speeds and heights at a goalie who
sprawls one way to stack the pads, and
then darts back to kick out a loose puck.
Players level one another by cross-check-
ing, slashing and hooking with their
sticks, obvious inii-actions that ai-e only
occasionally called by the ofiicial in the ze-
bra suit. This is tmpi^edented hockey
realism, authenticity that goes beyond
good looks. You can actually chart the ca-
reer of a player over several seasons, fitim
his rookie year with his inexperience and
poor mechanics, through his gloiy years,
where time and training built him into a
club leader, and into retirement, where
the wear and tear of the game finally
cause him to realize his limitations.
Mindscape has even gone so fai' as to in-
clude psychological factore in play, as
team membei-s ride the emotional ups and
downs of the game. If a forward line
Cnntii\ui-t.l on pg. !25
44 DECEMBER 1987
SPECTRUM HQLOBYTE PRESENTS. . .
MYSTERY IN BLACK AND WHITE
INTRIGUE!
The plot thickens... Someone kidnapped your brother, Joe!
Was it the hard-boiled agent, Kruger? The urbane third-world
ambassador? His gorgeous secretary Lisa? Why does the Post
reporter-lady know so much? You'll find out "who dunnit" by
talking with the people you nneet in D.C.'s streets, hospitals,
bars, malls, embassies... Listen to what they say and watch
their expressions change. There
are over 2Q00 soiutions! Solve
cases yourself at three levels of
difficulty or compete with up to
3 other players. Pick either male
or female interaction. Good luck
unraveling your next INTRIGUE!
An)ic ff VkitiJtfl
Arailabb on Appte « 48K am Commodore 64K
STRATEGY MAZE GAME,
SOKO-BAN
You are in tfie midst of a maze with large, heavy boxes blocking
the passages. Your task is to move every box into a predeter-
mined area. Sound easy? A well-planned strategy is the only
way you will ever complete your task. One wrong move can
render the puzzle unsoivable. An overhead 3-D view enables
you to contemplate the results of moves before you make them.
Solve 50 levels of increasingly difficult, predesigned mazes.
In competition mode challenge up
to 3 other players. Design an
infinite number of mazes yourself
with the option to save 49 of
them at one time. With SOKO-
BAN there is always the challenge
to complete just one more maze!
AnWe m Carmadae 64K and IBM 256);
^^dit»AKs=^
p^aB^m
2061 Challenger Drive Alameda, California 94501 (4151 522-3584
Intrisuol Copyiighi 1836. Kinemalion. Soko-Ban Cowright W\. ASCII Corporation. Apple U. CoramOitKe 6411, mu) IBM «m regiflorecl tradomtks of Ap^ tmftm tiK.. CmmOm Iteclimcs Liraiad. md IniernaUDnal Business Machines Corp,, respectiwlf
SOFTWARE REVIEWS"
Reviewed by Tim Jones
Diga!
Computer:
Amiga
Publisher:
Aegis Develo])ment
2210 WUsliii-e Blvd., Suite 277
Bml& Moiiica, CA 90408
(213)392-9972
Medium:
Disk
Price:
$79.95
Aegis Development has a new product
for the Amiga series that's a little out
of step with their usual gi'aphics-oriented
programs. Diga! is a new form of telecom-
munications program that allows simulta-
neous file ti-ansfere between usere while
allowing them to chat together during the
transfers. This feature is referred to as
"DoubleTblk" Diga! supports Xmodem,
Xmodem-CRC, Ymodem, CompuServe's
B protocol, KeiTTiit and ASCII pi-otocols
for file transfers. Diga! includes emula-
tions for TTY, ANSI, \T100, VT52, and
Tfektronix 4010/14 terminal types. And if
these packaged emulations weren't
enough, Aegis has made it possible for you
to create yom" own emulations. There is
also a Remote featiu-e that allows callere
to operate your Amiga from their end as if
it were a limited hostysei'ver system.
As telecommunications programs go,
Diga! is quite a bit above average due to
the wide variety of options available to the
user. With the large number of supported
transfer protocols and emulation capabili-
ties, Diga! can be used with any BBS and
hostyserver system that I have ever mn
acmss. You have the capability to define
which font will be used for display, how
many lines will be displayed, whether to
use an interlaced screen and the ability to
use ovei"scan to actually use the entire
monitor screen for display. Diga! incoipo-
rates a very complete, yet easy to pro-
gram, script language. The language
reads a lot like BASIC, so most users can
pick it up with ease. The authoi-s have in-
cluded sample scripts as examples for you
to use.
The phonebook function, like Diga!'s
other features, is completely Amigatized.
There ai-e sliders and buttons that make
setting the vaiious options as easy as
point and click or click and di-ag. In a
phonebook entiy, you have ixKim for the
name of the system, its phone number,
conmients (which are only displayed while
in the phonebook), the associated script
and configuration files, baud rate and
whether the call is to be data or voice.
This allows you to use Diga! as an Auto-
DoubleTaik allows two Diga!
users to send files in both
directions while chatting
back and forth during the
transfers.
dialer. I have created two sepaj-ate phone-
boolcs, one for BBS's and one for fiiends.
Once an entry is saved, it is simple to se-
lect it. All you do is click on the appropri-
ate letter, and the first entty under that
letter appears. Then just move the slider
to find a particular entry. Once found, you
simply click on the Dial gadget and wait
until you connect or youi' script file fin-
ishes. From within the phonebook you
may also print the cun^nt entiy or youi-
entire phonebook.
One especially nice featiu^e is the ability
for each entry in a phonebook to have its
own sciipt file and default configuration.
Therefore, you can save your settings of
baud rate, parity, transfer protocol, screen
coloi-s, etc. and have Diga! automatically
reload them when you place a call. Also
included in the configuration is a set of
user-defmed Macro keys. You may define
any of the ten fianction keys alone, or in
conjunction with the CONTROL, ALT
Smrrand LEFT-AMIGA keys. This al-
lows you to have 50 possible Macro defini-
tions per configuration.
The one feature that definitely deserves
discussion in Diga! is DoubleTalk. Dou-
bielklk allows two Diga! users to send
files in both directions while chatting back
and forth during the transfer. This is ac-
complished thixiugh a packet controlled
set of communication protocols, lb send a
file you select Send fixim the menu, and
then select the file lor files — Batch ti'ans-
fers are allowed!) to send and click on OK.
To receive a file (or files! you do nothing,
when the sender starts to send the files,
all of the appropriate infoiination is sent
to you directly and Doublelklk handles
eveiything. I've been using this featmie
with some fiiends in my area, and we are
all quite impressed. The transfers are
right in there with Xmodem time-wise,
yet are as carefree as a Kermit transfer.
During a transmission, both sides of the
transfer ai"e fully aware of how the ti-ans-
mission is going. No more wondering how
many more blocks are left in a file. Also,
in this mode, there is no need to chop
the files due to any sort of file padding.
In addition to its ASCII capture capa-
bilities, Diga! also has a variable-sized
buffer built in which can be set up for nor-
mal or loop captm-e. Under noimal oper-
ation, the buffer will i^ecord youi- session
until it fills up. At that moment, it will let
you know it is ftdl and will stop capturing.
In the loop mode, the buffer will stait to
overwrite earlier data when it fills up. In
either mode, you may view the buffer via
simple menu-based commands. You may
also load an existing text file into this
buffer and view it while online.
Diga! has flill Clipboai-d support. This
means that you may save a buffer to the
Clipboard and then transfer it into Note-
pad or TxEd or vice- versa assuming that
you have enough memoiy to keep both
programs in memoiy
That is the one thing about Diga! that
bothers me (and will bother othere with
512K machines): Diga! is very large. This
precludes being able to do any type of
multitasking while using it unless you
have more than 512K of memoiy. When I
picked up my memory expansion, howev-
er, I found Diga! quite well-behaved in a
multitasking environment. It makes full
use of Fast RAM and leaves the bulk of
Chip RAM free for other puiposes.
With all the varied telecommunications
progi-ams available for the Amiga, one
wonders why a company like Aegis would
risk producing this type of package. Bill
Volk, of Aegis, explains "We saw so many
different people creating so many different
tenninal emulation packages and
thought, 'Hey, why not create an emula-
tion construction set?'. We've laid all of
the gi-ound work by including the transfer
protocols and I/O related code; the user
just decides on what type of teiTninal to
emulate. Then, all that is I'equired is to
create the emulation file."
Aegis has done a magnificent job in
bringing Diga! to mai'ket. If you are seri-
ous about telecommunications and are
looking for a product that does what you
want, then Diga! is a best bet. g
46 DECEMBER 1987
with proven software from Abacus.
Uesigns, layouts,
and drawings — Now
you've got Cadpak to
easily create, change
and eniiance graphic
designs on your Com-
modore. Enter simple
or intricate drawings with the keyboard, a
lightpen or the 1531 mouse. Cadpak's
flexible object editor creates and maintains
personalized libraries of furniture, elec-
tronic components, landscaping foliage, etc.
Zoom in to do detailed work. Produce exact
scaled output to most printers in inches, feet,
etc. Get design results fast with Cadpak.
ForC-64 $39.95 C-128 $59.95
ijet the fastest,
most complete and con-
i imea:... ^^■^^ venient Pascal for your
/ /j^^*mH^ / Commodore computer.
t ^^t?*")!^^ Super Pascal is a full
implementation of the
standard Jensen & Wirth.
Extensive editor (source included) features
append, search, replace, more. Even add
machine language routines with the built-in
assembler. Fast graphics library (source
included). C-64 version has high-speed DOS
for faster access. More than just a compiler-
Super Pascal is a complete development
system that gives you programming results.
For C-64 $59.95 C-128 $59.95
More bestselling software.
ADA Training Course $39.95
Assembler/Monilor 64 39.95
BASIC 64 Compiler 39.95
BASIC 128 Compiler 59.95
Chartpak 64 39.95
Charipak 128 39.95
COBOL 64 Language 39.95
COBOL 128 Language 39.95
Dalamal 64 da:a man^if « 39.95
Personal Portfolio Mgr 64 39.95
Personal Portfolio Mgr 128 59.95
PowerPlan 64 !.prcadf.hcci 39.95
SpecdTemi 64/1 28™inmu.iii.jiions39.95
Super C Language 64 59.95
Super C Language 128 59.95
Technical Analysis 64stocts 39.95
Technical Analysis ]2^su-^ki 59.95
Te X to m a I -64 wonipnKKsoT 29.95
VidcoBasic 64.'iu + cniiimraiLnids 39.95
Xper-64 cspcn ^yMcm 39.95
.and books.
^Imm
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1541 Repair & Maintenance Guide $19.95
LI? I Disk Drive Internals 19.95
Advanced Machine Language 14,95
Adventure Gamewriier's Handbook 14.95
Anatomy of the Commodore 64 19.95
Anatomy of the 1541 Disk Drive 19.95
€-128 BASIC 7,0 Internals 24.95
C- 1 28 BASIC Training Guide 1 6.95
C- 1 28 CP/M User's Guide 1 9.95
C-!28 Internals 19.95
C- 128 Tricks and Tips 19.95
CAD for the C-64 and 1 28 1 9.95
Caiseltc Book for the C-64 & Vie 14,95
Compiler Design & Implementation 19.95
GEOS Inside and Out 19.95
GEOS Tricks and Tips 16.95
Graphics Book for the C-64 19.95
Ideas for Use on your C-64 12.95
Machine Language Book for C-64 14.95
Peeks and Pokes for the C-64 14.95
Peeks and Pokes for the C-128 16.95
Printer Book for the C-64 19.95
Science and Enginecring/C-64 19.95
Tricks and Tips for the C-64 19.95
n
I I YES! I am interested in Abacus products.
Please send me your free catalog.
Name
Address
Mail to:
ll
City/State/Zip.
Abacus
Dept.MC
P.O. Box 7219
Grand Rapids, MI 49510
Or call today:
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I Call for the name of your nearest dealer. You can order today using your Visa. American Express or MasterCard. Add 54.00 per '
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ADVEKTURE ROAD
Animated
Adventuring
in Maniac
Mansion
News and opinion fiom a leading
explorer of those fantasy realms
called adventure games.
Last year's Labyrinth intixidueed ani-
mated, 3D gi-aphics in an adventm-e
for the 64. something usually reserved for
Amiga owners who could play the Sierra
games like the Kiiiga Quest series. In ev-
ery respect but the parser, which was a
gimmicky thing called a "wheel," the
game was first-rate, Lucasfilm Games'
second adventui*e. Maniac Mansion is
even better, offering a veiy convenient in-
terface and some unexpected innovations.
Foremost among them is the thiiee-
member team of charactei^ you control in
the game, whose goal is to find and rescue
a teenaged girl being held by a mad scien-
tist in a spooky old mansion. Instead of
just playing the role of one character, you
can switch back and forth between three
of them. Each has his or her own inven-
tory and may be sent to different rooms at
the same time.
This isn't just a gimmick, for some puz-
zles require cooi-dinated actions by several
characters, lb open a door, one person ,
must stand before a certain thing and
push it. A nearby d(K)r opens, but shuts
immediately if that person moves. So
you've got to have one person open the se-
cret door and another standing by to enter
and explore the area beyond.
A new wrinkle in graphics presentation '
is equally innovative. Instead of viewing a
picture of the entire room when you firet
enter it, you'll see the rest of it scroll into |
view when a character reaches the side.
This makes the house and its 55 rooms
feel roomier You'll find over 450 objects —
a microwave oven, a Victrola attached to a
cas.sette I'ecoixier, a video aix:ade — scat- ,
tered thi-oughout the house. But learn to
react quickly, for things happen in real
time, and you'll wind up locked in the
dungeon if you don't move quickly when
one of the weirdos enters the room and
takes you by surprise.
The weirdos include Dr. Vwd, Nurse
Edna, the Purple Tenacle and other
wacked-out refugees fixim a fright night
double feature. Fred is a mad scientist-
type plotting to take over the world from a
secret lab in the basement. He is under
the influence of the "evil meteor," which
crashed into the mansion's back yard
twenty years ago. Though it sounds goiy,
Maniac Maiision is really a takeoff on hor-
ror films. After seeing blood stains on a
kitchen wall, you expect the wonst when
you find a refiigerator door with red liquid
oozing from it — but this time it tmns out
to be ketchup. There's a lot of humor in
the dialogue and action too, often present-
ed in the "cut scenes," In these the cur-
rent scene is replaced by an animated se-
quence which advances the plot. In one.
Dr. Fred paces the floor, muttering "How-
can I take over the world, when I have to
use this cheap equipment?" These are
brief, and you can kill one if you've al-
ready seen it.
The interface is remarkable. Initially it
looks like those seen in Interplay games
like Taan Timea in Tonetown. with four-
teen verbs listed in a menu below the pic-
ture so you can point and click with a joy-
stick to activate one. But this interface is
significantly better Rather than selecting
"look" and clicking on an object in the pic-
ture, you select the "what is" verb. Move
the cursor over an item, and its name ap-
pears behind the phrase "what is," so you
can efficiently scan a room's contents by
gliding around the ,sci-c>en. Choose "walk
to," then use the joystick to position the
cursor to a spot you want the active char-
acter to move to. Then you just hit the
button and he heads for the destination.
This is handled even more effectively than
in Sierra's animated games, where the
character will stop if he runs into a chair
or other obstacle — chai-acters in this game
will walk around anything in the path,
"Walk to" is set up as a default option,
so after executing most actions, such as
"open door," you don't have to move to the
menu to "walk to" the door, for that com-
mand is automatically .selected. You won't
even need to "walk to" an object to "pick
up" or "open" or "turn it on," The charac-
I ter is smart enough to know he must first
walk over to the object. The pai"ser also
lets you use prepositions and direct ob-
jects. Click on "give" and choose an item
in a character's inventory, and the item's
name and the woixl "to" are displayed.
Then you choose a character as the direct
object, whose name appears and com-
pletes the command. Next you can jab the
button to execute the command, or change
your selections. A "new kid" verb lets you
switch to another character, or you can
just press an option key.
There's also some upbeat music and lots
of .sound effects, plus a few interesting vi-
sual effects. Shine a flashlight in a dark
room, and it lights up a single square of
the room instead of the entire location.
Continued on /)/•. 110
48 DECEMBER 1987
f*f
A6«»*
>^^
'^5^
\6lJ\.a"
S^itc^ToS^.
SNOOPS
SCOOPS
glOCKS PLUMMET IN RECORD TRADINQ
ifSsK'/A'j'— ,'s
C^ w««r 0
^>'^.
'«■•»
Jt'S
iMtMMTbilwMjr
More people reading
ttuttlikeniM
Tejd can be prinkd in every font availabk
through GEOS. These docwtwnts wen
printed on an Apple Laser Wriier
VANISHING TIMES
A BxMfy Ml cpit) l>uhli. Jill
«)) XI,JHIVNun*f(<«rT
EARTH TO BEGIN
SPINNING IN
OPPOSITE (
DIRECnON -
KfMjMi 0>nrin»«i fh? world')
Itwy «inett[K#d Ihiu Ite Earth waii
IrxliMil ikwinii tdwn. Iticy oikci
Ow piMM 10 inml 111 n h«li cnrly
TlHindii^ fBWiIni lii> diwccion wid
IjXlIng buck up 10 ifimJ t^ Mm^
al|li|.
Altlwiigh ihe msm^ win
<4afilin^, itte M.iaiijtu m^ peopfc
nui to (wnic.
"I «(ipfiiM« I'd Inck slj ilu
hmJuhtet In jrour csbinclsr ofltn
1>, !,«« Umim "lull miKiii« uf
llM, I'd ju»( ull ptnfk to IwM on
Aiqwtvttjjy wc'iv in Inr (jtille u
fW«, Dr. lJennl« Riiwlun4 dtiroin-
iNtiilcd tlu eltKt »f ilu sudikn
fevefsiij bj' droppins id raw «jp !5» »
MfiMasBf blejidw «( «n "pupw"
"U wt mtumt fitoifk hove dw
tonsUl^ncy of iMi «Kl' Rnwiaird
uuof i£d, "I think irt itk bi Hy ihiii
(he effcfl of ttii* (thMwrneniHi will
ksivB ihem in b xaie mnw^lm
similaf t!) firwly Bmund Iwsf '
Asked If there wtirc nftyihing Ihe
public t-'OMld tlo (H prepare fiw the
"I'd Just teli people
to hold on and enioy
therideJ"
nliuirupN!, Dr. KiwIunJ ih'iughl »
while >tnd ufiiirisd, "f ttlways iv-
uimiiwnd fuleninK ^r i«iu bell. It
Jitsi mslKs w much mnm. doo'i jiw
think','"
Analysl SliKJ QUmtiy WM lets
dislresied with Ihc iwwt, wklrtp
"Wh»i'« the biu deel'/ /«?„ jt»m
guys itn Ming lilu n bunch of
MAN BITES
POODLE!
BEKKIilJiV ~ l>Mr» iif ci)i?£iis
wiuch«d In luirrur tnday »* a man,
wtm described himwll ii> on aniniu!
torn, actunlly bii u mini«iure teuvup
)>aniild AmkiMn, uf jjlttdm
Cfl)! Ce!l6)fi»i«, dismissed the in-
«ldem jM R iwe iif ntiiMlicn id«miiy.
"SorTKhipJy isiu-il mi- if ( WBRUd
0 djig with tnusi^ird, und atnm ll tw>
t'kw Ml tonebiitnc snyw^, I ju«
Inoli » hto wiihoiii !«>klne1'
Vk dog, nrspondlnK w ihe naine
"KwKltwumt;' dwn give uul » yelp
ihiti bjMiiiidcrs recilM •• KtMldIng
like '•» L-n»t benwcfi i gun idiat end
"Sure U was my
mustard, but th^
doesn't prove a
thing!"
an jiif raid aireii!' In ihc pnxreM, the
pilKhed pooch 6cl h world rBct>rd in
the long jump of Ihiriy fwt, itn)
inttes..
And^rmi wm huokcd on f^enf
i-huiffsn of dnji mundiliiii, pocdki
iindiin|!«rnKni unit iuwilllng i
cinlra with Imnil m enmirill isIM,
K( M* Ittor fflftwd on hit own
TKOf/timnet, The imn who iiffer^d
hlm lh» pmdlt Iim itw btien thttr^
wiih Btlemptinf in apply muitUui u> t
mult, » miedenwwiur In Almneda
CimMy-
"ii't a kmetu Ueik" )(ll*d Rot)
.Siegel, ih« pun Mill l>«iji( wvjtK by
police. "Sum It WW my muiiiAnJ,
bw (h»( di)$in'l (Mpve a thlnp.
IkKidfis, Ibsy him.' l» jmive with
C^
WcvUkm
tlt||hli||ht«
•nimmiii
Hnkl M ■ 1 a* a* •■« KDM
»TijiiMinuimtwia*i.ii
MHMifor'nniiMMnM/
init<MH«i<n
■^CawMoSlirWMarJlnr
Wrallw
I WDl »«(l)ei: t^* tru 1*)!)* u„,„„
Uk iwmi!)^ buminn oft Mtr rnUAy,
'linifitriKuict ttml/J uw w rlr ititif Wfi ^
tttzc BfifiritiEifi wj(fi lititvy «lt*;(rii,'Al amvitj'
•nU DwixjMmotn »|>)"«lii( vami, sh, i^
J
OmmKxion.- :itxj L'tii
iK«k.rr (:w .mMmk'nwrts..lt;iflin).xk>ri- KWlnmksJjd. (;K(JS. ttHH^l1Jli^lK^nl! tkrk4iy Sifl^^^
These days, the biggest
story in the news is geoPublish.
The page-making program for
GEOS-equipped 64 's and 128s
that replaces lifeless layouts with
page after page of powerful,
punchy professionalism.
FVeedom of the press.
Actually, geoPublish is
very patriotic software. After
all, what other application guar-
antees your freedom of self-
expression? Well, geoPublish
sure does. In fact, every piece
it prints is dedicated to the
preservation of your personal-
ity on paper.
Which means that finally,
your newsletters never need
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All you do is draw a bunch
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Everything fills up automat-
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. li5hmg"pES With
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As every edi-
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And if your image doesn't
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Finally,
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Now, if you
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We've saved the best news
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And now, for the best part:
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And because it's part of the
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So now that you know the
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To order call 1-800-443-0100 ext. 234
geoPublish $69.d5
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( ra JK. ctiJ Uifeh and KMtr4(^ fwfl «rt ^ jrr uaiymMi^ (^ b«k^ Scf I pu^
Softworks
The brightest minds are working at Berkeley.
TELECOMMUNICATIONS"
by Robert W. Baker
Inside Q-Link
Explore the inner workings of the
Q-Link telecommunication
service with network pro
Bob Baker.
There always seem to be new comput-
ers and peripherals around the neigh-
borhood during the holidays. Many of the
new systems and add-ons are purchased
as presents for the "whole family" or for
one person in particular. Whatever the
case, the influx of new users and old tim-
ers getting modems for Christmas is
bound to produce additional Q-Link sub-
scribers.
Since almost everywhere you go on Q-
Link involves reading or posting mes-
sages in various message boards, I
thought it might be worthwhile to go over
the various features of the editor used to
create and enter messages. Besides, you'd
be surprised at the number of current Q-
Link users who don't really know all the
features available with the message edi-
tor Many people only use the very basic
functions to enter and edit their messages.
So this may be of help to those who want
to save time and use some of the more ad-
vanced editor capabilities as well.
Once you've decided to enter a new m^-
sage or add a comment to an existing mes-
sage, the first thing requested by the sys-
tem is the message topic. Fve mentioned
in previous columns how important a rel-
evant heading line is, especially with the
searching capabilities in the message
boards. Be sure to enter something that
lets others know what your message is
about instead of something cryptic like
"READ ME" or "FOR SALE."
After the heading line is entered, the
system clears your screen and displays
the starting heading line for your mes-
sage. At this point you're automatically in
the insert mode of the editor and you can
simply type the text of the message as de-
sired. If you make a mistake, you can easi-
ly use the cursor keys to move around and
insert or delete characters as needed.
Tb insert text, when you're in Insert
Mode, simply cursor to the correct position
and type. Characters are entered as the
text that follows is automatically moved
down, lb delete text, position one charac-
ter past the last character to be deleted
and press the DEL key. All following text
will be automatically moved up as the
characters are deleted. In all cases, full
words are moved from line to line by the
automatic word wrap feature of the mes-
sage editor.
For quick movement to the top of the
text, use the CLE/HOME key while hold-
ing the SHIFT key. lb get back to the end
of the text, simply hit the CLR/HOME
key alone. If you need to get to the end of
any line, position to the line below it and
then use the cursor-left key to move the
cursor to the end of the previous hne using
the line wrap features of the editor
In the simple case, you enter the en-
tire text of your message, while making
small changes as needed, and then press
F7 when done. A new menu is displayed,
with the first entry being the "Send Mes-
sage" line. If you press Fl, the message
you entered is transmitted to Q-Link and
the editing session is terminated. Howev-
er, there are other options available on
this menu if you need these other func-
tions.
The second function in the editor menu
is the Delete Line entry. This command
lets you delete the entire line wherever
the cureor was located before pressing F7
to activate the editor menu. The position
of the cursor within the line has no effect,
the entire line is always deleted. Just be
sure the cursor is located on the correct
line before pressing F7 and using this
command.
If you need to delete only part of a line,
then you have two choices. Either use the
DEL key to delete individual characters
one at a time or use the Delete lb End Of
Line function in the edit menu. This fimc-
tion will delete all the characters from the
current position of the cursor to the end of
that line. Any text following that line will
be moved up and concatenated to the re-
mainder of the existing line.
If you want to delete a portion of the
middle of a line, you could position to the
end of the text to be deleted and hit the
RETURN key. This will move the remain-
der of that hne to a new hne. Then reposi-
tion to the start of the text to be delet«i
and use the Delete to End of Line function
to delete the text. If the remaining text is
not all on one line, position to the start of
the second line and press the DEL key to
delete the RETURN character and get ev-
erything back on one line.
Another way to delete a part of a line,
an entire line, or even multiple lines is by
using the Put Mark function from the edit
menu. When you activate this fiinction,
you return to the text, but only the cursor
keys are active besides the function keys.
Now when you press the cursor keys, por-
tions of the text are highlighted as you
move. The only limitation is that you can-
not highlight or mark more than nine
lines of text.
When marking text you can move the
cursor up and down, left or right, high-
lighting text as you move away from the
original starting point. If you move the
cursor back toward the starting point,
youll notice that the text will be un-high-
lighted and return to normal. This lets
Continued on pg. 1 12
52 DECEMBER 1987
The time: 1400
hours. Some-
where in the
Pacific. Some
ill-fated coordi-
nates in World
War II.
-.*r '
HainagcControi reports a kitttn
:Scful' " '
eyeball to eye
ball action. This time
around you'll be right in
the middle of it all. You
knew it wouldn't be pretty.
But how tough could it
Will it be the twin
40mm Bofors
anti- ^^^^^^iii_ aircraft
guns? Or the 5"lead-spewers
aft? Depth charges f^
or torpedoes? /^
You're at
the helm,
command-
ing the
greatest con-
Kiiilar i/nts inimmid '/.irrns. Umih CGntratlOH 01
hnvnril nmmery !>,^fitM\t Mm! thr -f' - ^ „
fiUlMiinnin If/rrits. Tfiiy ic iniftin^. ill CJJU WCl
ever put in a lightweight
fighter. The deadly
Fletcher Class Destroyer
^ You've embarked on the
./^first simulation that actually
KSH^^' combines the intricate,
large-scale strategy of
wargamingwith
the intensity of
furious,
It sure seemed a lot easier
than shelling islands, escort-
ing a convoy or hunting subs.
Or so you
thought.
But now
look what
you've got.
Thirteen
fully-opera-
tional, ear-
bursting battle stations to
worry about, all armed to the
gills. Not to mention radar.
Navigation. Sonar.
Andhalf the Japanese fleet
crawling up your spine.
Time to make some tacti-
cal decisions.
YOVVE ALWAYS DREAMED OF
BEAUTIFUL MODELS. Nmv\m can
pick up an entire assatiU fleet, including
a rcphca Fletcher Class Destroyer, from
Rercll. Or will nn authentic scrambled
eggs Jlight deck cap. Sweepstakes details
are in ercry box, or write for an entry
coupon. Xo pHirliasc iwcessary. Sweep
stakes ends June 15, 1987. Official rules
are available at participating dealers.
Any choice could be your
last, so make it good.
Suddenly, you hear the
ominous rumble of
incoming Zeroes.
You fire, and send
one plummeting to
the sea, trailing a
plume of smoke.
On instinct, you in-
struct the bridge to
commence evasive maneuvers.
TECHNICAL TIPS
Auto-Con
For the Commodore 64
Whether you progi-am in BASIC or
machine language, hex, decimal,
binary, and ASCII convei-sions ai-e a fact
of life. Without some type of conveiter,
your patience will certainly be put to the
test. Don't overheat. Keep cool with Auto-
Con. Just tell it what to convert and Auto-
Con does the rest.
After sa™g a copy of Auto-Con. run it.
The loader pokes the machine language
data into memory and checks for errore.
Now you can load, save and work on any-
thing you want.
When you need a conversion. t>'pe SYS
52000 [KETURN]. Let's say you're going
to convert decimal 255. Tv^k a number
sign (#) followed by the number | RE-
TURN]. After entering #255 you'll see:
#255
$FF
'/fiiiimi
The dollar sign (S) represents hex and the
percent sign C.f i represents binaiy.
lb make a hex convereion, t>pe a dollar
sign followed by the hex number [RE-
TURN]. If you enter $1C you'll see:
#28
$1C
%00011100
For binar)' conversions, precede the
number with a percent sign [RETURN]. If
you enter 7c 10111 you'll see:
#23
$17
Auto-Con sits in the
background and makes
binary, hex, decimal and
ASCII conversions whenever
you need them.
'rOOOlOlll
When Auto-Con prints a binaiy number
over 255, the high b>1e appeai-s in reverse
video.
For ASCU convereions, tj^ a quota-
tion mark (") before the character you
want converted [RETURN]. If you enter
"A vou'U see:
#65
S41
C'fOlOOOOOl
Auto-Con will give ASCII conversions for
Bcfuft lyping this pfograra. reid ■'Huw lo Enicr Pfogfims" ard "How to Tsc thi' .Magajinc
Eniry Prygrim" The BASIC prugrjms in lliis nuj-aainc arc inilihlt un tJisk frcim I.DjdMar.
P.O. Box 500U7,Shri'veporl. U 71U0-0007, iaoit-831-2694.
Auto-Con
30 PRINT CHR$ (147) "LOADING AND
CHECKING DATA LINE:"'CFMJ
40 S=52000:J=S:REM *** CHANGE S TO
RELOCATE ***'DICK
50 FOR B-0 TO 11: READ A'EGWE
60 IF B=0 THEN L=PEEK (64) * 256-(-PEEK ( 63)
: PRINT CHR$(19}TAB(31)L:PRINT'MYC0
70 IF A<0 OR A>255 THEN 90'FICH
80 POKE J+B,A:X=X+A:D=D+1:NEXT B
:READ A: IF A=X THEN 100'LWMQ
90 PRINT"ERROR IN DATA LINE:"L
lEND'CCVL
100 X=0:J=J+12:IF D<492 THEN 50'GOUC
110 PRINT"THE DATA IS OK AND
LOADED. . ." : PRINT 'CBOE
120 PRINT"SYS"S"TO MAKE
CONVERS IONS . . . " : END ' CCJF
130
DATA 169,13,32,210,2 55,32,210,255,
169, 0,162, 133, 164 0'BWMH
140
DATA 160,4,133,97,133,253,134,139,
132,2,132,252,1571'BWSI
150
DATA 153,139,0,136,208,250,160,32,
153,0,2,136,1369'BUOJ
160
DATA 16,250,169,1,208,43,201,34,
208,8,162,1,1301'BSOJ
170
DATA 134,2,208,28,240,210,201,35,
208,4,230,2,1502'BTAK
180
DATA 208,18,201,36,240,14,201,37,
208,224,162,16,1565'BWPM
190
DATA 160,130,134,2,134,252,132,
139, 32, 210, 255, 169, 174 9 'BYTN
200
DATA 0,133,251,169,17 5,32,210,255,
198,211,32,225,1891'BXBF
210
DATA 2 55,208,5,169,32,76,210,255,
32, 228, 255, 240, 196 5 'BWQG
220
DATA 251,166,251,208,18 5,164,253,
Continued on pg. 127
Dy Buck Childress
cursor, ftmction. and other normally non-
printing keys as well.
When making hex, decimal, and binary
convei-sions, it's not necessary to tvpe
leading zeros. Foi- example, if you want to
convert hex ten, you don't have to tji^e
SOOOA (although you can if you wish).
Just tjTse 8A.
Auto-Con will convert any number up
to and including decimal 65535 (SFFFF
hex and 'JlUlUllllllllll binaiy).
Auto-Con checks your number as it's en-
tered. In decimal conversions you can en-
ter up to five digits using any of the num-
ber keys. If you enter a number higher
than 65535, Auto-Con prints a question
mark (?) and stalls over. Up to four digits
are allowed in a hex con\'ersion. These can
include any number key and the letter
keys A thi-ough F, Since you can only en-
ter a maximum of four digits, you can't ex-
ceed 65535. Binary allows a maximum of
16 digits, which also keeps you fix)m ex-
ceeding 65535. Binary is entered using
the number keys zero and one.
If vou make a mistake during an entry,
press the DELETE key Press the STOP
key to exit Auto-Con.
Auto-Con is completely relocatable. The
variable S in line 40 of the BASIC loader
is the default loading address. It's also the
default SYS addi'ess. If you want to relo-
cate Auto-Con, just change S before run-
ning the loader. The program is 492 bytes
long, so be sure you have enough ix)om in
your new location. Once the ML data has
been loaded, the SYS address is given. Q|
54 DECEIVIBER 1987
^?^-
space age technology and engineering make these aircraft virtually
undetectable by enemy radar. Stealth fighters are believed to now be
operating from top secret military bases, flown only on the most sensitive
missions and only by the most experienced pilots.
: i
Precise information about this next generation
of Air Force jets is highly classified. But exten-
sive research has enabled the aviation experts
at MicfoProse to incorporate the potential
design and performance characteristics in a
powerful new simulation.
Slip into the cockpit of PROJECT: STEALTH FIGHTER and ^-
familiarize yourself with the advanced "heads-up display"(HUD) and
sophisticated 3-0 out-the-cockpit view. At your disposal is a dazzlinj
array of state-of-the-art electronics, weapons and countermeasures. ^
But remember, flying a stealth aircraft takes more than just fighter pilot reflexes. -
The real challenge is mastering the jet's electromagnetic profile to avoid enemy
radar, while executing a deep-strike mission into North Africa or conducting delicate photo reconnaissance over Eastern Block
seaports. Also featured are carrier and land-based takeofts and landings, as well as land. sea. and air targets and threats.
PROJECT: STEALTH FrGHTER combines the combat action thrills of the best-selling F-15 STRIKE EAGLE with the
sophisticated flight environment pioneered in GUNSHIP. Add the danger and suspense of clandestine missions in an
innovative 'invisible aircraft" and you have PROJECT: STEALTH FIGHTER, the latest flying challenge from MicroProsei
PROJECT: STEALTH FIGHTER is available from a Valued MicroProse
Retailer" (VMR) near you. Call us lor localionsi
For Commodore 64/128, IBM-PC/compatlbles and Apple ll/e/c. Call or
write for specilic machine availability, and lor MC/VISA orders il product :71;' "■'
not found locally.
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The 128 Mode
Big League Baseball, Part 3
Explore the Commodore 128 in its powerful native
mode. Some of the articles in this column may be
technical, some not so technical— but we
guarantee that they will spark your creativity.
This month we will complete Big League Baseball, a statisti-
cal baseball game where you are the manager. If you
haven't typed in the first two installments, you will need to do
so. Then you must type in the listing included here. Or you can
simply purchase the Loadstar disk that contains the entire pro-
gram.
A few reminders about typing it in: You must first load yom"
previously-saved version; then you can start typing installment
#3. Your new typing will re-edit some old lines as well as add
many new ones. Once done, save it (use a different name so that
your previous version remains intact . . . just in case. I
One last point: the file structure for teams has been changed.
If you have already typed in any teams, you'll need to type in
listing #2 (entitled "FILE CONVERTER"), hisert the disk on
which you have saved your team files and it will coiTect them.
Last month's embellishments were chiefly graphics; this time
we will add statistical capabilities. Now the computer will keep
track of your ongoing leagues, sort players' batting and pitching
stats, and keep track of standings. With these statistical en-
hancements, Big League Baseball becomes a complete baseball
simulation.
What's New
Two new options are now listed on the opening menu. They in-
clude the ability to view the standings (press D) and to ™w
team statistics (press S). You can do either of these before or
after any game. Both options, once loaded fixtm disk and sorted,
allow you to print your statistics on paper Both are also com-
pletely self-€xplanatoty. An example of each can be seen in ta-
bles 1 and 2.
Once you begin playing, youll notice a slight change in the
information on the screen above the playing field. Instead of the
three keyboard choices in the last installment (C for change
pitchers, S for statistics, and W for walk batter), there are now
four. The change pitcher and walk batter options are still the
same but the statistics option has now been subdivided into two
categories: B for batters statistics and P hr pitchers statistics.
When you press either B or P you will see the batter's or pitch-
er's stats displayed in the upper left window. Keep in mind that
Big League Baseball carries two tv'pes of statistics, the perma-
nent ones you typed in and the ongoing stats that are updated
each game. Tb keep straight which is which, current stats are
printed in blue and permanent stats in pink. Repeated presses
of the B or P key toggle these two sets of stats.
Playing the Percentages
This ability to compare current stats with permanent ones
should help you to make managerial decisions. Let's say, for ex-
ample, you've got a .2CI0 hitter (real-life, permanent stats) at the
plate. You check his current stats and find he's batting .444. You
'JB^^
^-
by Mark Jordan
.'\
can assume he's more apt to make an out than normal simply
because the law of averages is against him. In other words, he's
not even a .2CX) hitter at this point. Over the course of a 162-
game season, players' current stats should virtually match their
permanent stats.
So what do you do? Well, you could pinch-hit for him. Or take
pitches, hoping for a walk. Or bunt runners up if there are any
on base. O just let him hit away, figuring that, on the immedi-
ate level anyway, he's still a .200 hitter. (Laws of probability are
strange, if you flip a coin heads 19 straight times, the next flip
has a 50/50 chance of being heads. Still, Fd bet on tails in that
situation.)
At the conclusion of each game you'll be given the option of
including the game just played in the ofRcial statistics. When
you're just experimenting mth Big League Baseball, it's a good
idea to play some practice games. Just press N (for No) at the
"Update records" prompt. However, it is absolutely unethical to
use this option as a way to avoid racking up losses for your fa-
vorite team. As Fve said in previous columns, the choice to cheat
is yours . . . and may your conscience keep you awake nights if
you decide to do so.
Enough moralizing. You now have ail the information you
need to set up your own Big League Baseball league. Now for
some inside info.
How Big League Baseball Simulates Reality
You may be wondering just how Big League Baseball is able
to reproduce players that statistically match real-life, both
pitchers' and hitters' stats. It is no great feat of logic to realize
that, with a random number generator, one can merely grab a
random number (Irom 0 to .999) each at-bat, compare it to the
hitter's batting average, and if the random number is equal to
or less than the hitter's batting average, he gets a hit. Once a hit
has been determined, it is a simple matter to determine the type
of hit (single, double, triple, home run) based on a breakdown of
the hitter's real-life hits.
Line 2400 gets the random number { rl = md(l) } and line
2430 checks to see if the number is higher than the hitter's aver-
age (X equals hitter's average). If it is then the batter has ruA
made a hit. (The BEGIN/BEND loop that follows determines if a
walk, error, etc. has occurred.) If Rl is less than the batter's
average, a hit has happened. We drop down to line 2500 and be-
gin to determine what type of hit it will be.
The above is very simple — the trick is to allow the pitcher's
stats to influence the game also. If the hitter's statistics alone
are used to determine the outcome of each pitch, all pitchers
would be generic.
The solution is equally simple. The program uses hitter's stats
only half the time. The other times the pitcher's statistics will be
used. Of course, we don't want to simply alternate hitter-pitcher
stats — that could create lopsided results. Instead each pitch we
need to randomly decide whether the pitcher's or hitter's stats
take precedence. Line 2400 and line 2410 do this. If R2 is great-
er than .5 (which it will be half the time), then we simply make
Continued on pg. 60
58 DECEMBER 1987
TAKE YOUR
REVENGE !
♦iJfet %£t
The evil Shogun Kunitoki has slaughtered the entire Brotherhood of the White Ninja.
You alone survive. And you — alone — must avenge the Brotherhood.
Prepare for action and adventure. Find your way to Kunitoki's distant fortress. Scale
mountains. Cross raging rivers. From the vivid Wilderness to the grim Dungeons, six
animated landscapes will take your breath away — if you live to see them.
Because at every turn, there's danger. Fire-breathing
dragons. Sea monsters. Samurai henchmen.
Kunitoki's guards. And others. To get your vengeance, I
you must be a master of Ninja weapons. Ninja
wisdom. And Ninja magic.
The way is long and dangerous. But revenge is sweet.
Explosive action in a land of adventure.
For Commodore 64'" and US'"
Look for
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featuring this
special offer.
ACTIVISION.
To order b\- mail, call 1 -TOO-227-6900
Progrdjn 'Wfi? System 3 Softwart, Lid. Commodore 64 and I2S are trademarks of Commodore Electronics, Ltd.
128 Users Only/ 128 Mode
Conlintied from pg. -5!i
X equal the "pitcher's average." Thus half the time X equals the
hitter's average, half the time it equals the pitcher's.
Does it work? You bet. If you nin a 40 * game season, you'll
find the hittei-'s and pitcher's ongoing statistics becoming closer
and closer to the actual statistics you typed in when you entered
the team files. Of course, the longer the season, the more accu-
rate your results will become.
Pitcher's ERAs were a little tougher to make come out than
hitter's stats. It would have taken too much code to detennine
which iTms were earned and which were not. 1 did a little experi-
ment which solved this problem: I simply tallied the total runs
scored in the Major League in 1986 then the earned runs and
analyzed what percentage were unearned. My findings were
Table 1: Printout of Standings
AL East
Bluejays
Tigers
Red SOX
Brewers
Indians
Orioles
Yankees
Player
Mitchell
Strawberry
Santana
Knight
Carter
Dykstra
Hernandez
Backman
Wilson
Teufel
Player
Orosco
Ojeda
Fernandez
Darling
Gooden
W
15
13
13
U
9
7
5
9
9
14
14
Pet
.750
.684
.619
.550
.500
.333
.294
AL West
Twins
Royals
Whitesox
Manners
Athletics
Angels
Rangers
W
16
15
10
11
9
7
5
L
5
7
9
10
11
12
Pet
.761
.681
.526
.523
.450
.368
Table 2: Printout of Player Stats
AB
1
15
20
17
22
18
19
21
17
0
IP
0
4
11
13
18
H
1
8
5
4
5
4
4
4
1
0
H
0
1
6
12
22
BB
0
5
1
4
1
2
3
2
3
0
SO
0
0
0
0
7
HR
0
0
0
0
0
0
0
0
0
0
BB
0
0
1
1
2
15 .250
Ave
.533
.300
.235
.227
.222
.211
.190
.059
.000
ERA
0.00
0.00
0.00
2.08
3.00
Bcfurt npinf this prugram. read "Hnw lo Enlcr Prosrams" and "llijvv iii Vw Ihc .Majiajinc
Emry Prdijfjm." Thi- H.\SIC jifORrams in this mij;i2lnc art available on disk fnira l.dadsiar,
P.O. Bos.^(IIW7.Shn-K.'port. U'lhlLdlUr. I HOO-a3r26'}i.
Big League Ball
0:AV=0:B=0:B1=0:B2=0:BA=0:BI=0
0:C1=0:C2=0:CC=0:CH=0:CI=0:D=0
=0:DK=0'QKYX
0:FL=0:GM=0:GR=0:GV=0:H=0:H1=0
=0:HH=0: IN=0 : J=0 : J2=0 : JH=0 : JI=0
=0: JZ=0:K=0:KK=0:L=0:ME=0:MO=0
=0:NP=0:OU=0'yQJO
: P2=0 : PA=0 : PH=0 : PK=0 : PL=0 : PO=0
0:R2=0:R3=0:RE=0:S=0:SB=0:SL=0
0:SS=0:SX=0:T1=0:TB=0:TR=0:UD=0
=0:US=0:UY=0' YRTP
:WB=0:WH=0:WK=0:WP=0:X=0:XX=0: Y=0
=0:Y2=0:Z=0'LOLT
"":AB$="":AVS="":B$="":BA$=""
="":CU$="":F$="":HR$="":L$=""
="" :P0$="" :S5="" :SC$="" :T$=""
="":WK$="":X$=""*SLME
1 AA=
:C=
:DD
2 DV=
:H2
: JS
:NN
3 P=0
:R
:SP
:UL
4 W=0
:yl
5 A$=
:C$
:PS^
:W$
that each pitcher's ERA is .5 inins lower than their "'TRA" ( total
i-uns allowed average).
Some refinements that could be added to make the game even
more realistic just weren't possible in a BASIC progi'am this
size. For one thing, it would have required more IF/THEN state-
ments which would ha\'e slowed things down too much. Foi" an-
other, the editoi's of this magazine have space considerations.
And finally, you aren't likely to enjoy another thiiee houi-s of tjp-
ing and proofreading. But now that you have it all typed in,
there's no reason you can't spend time examining the listing (ta-
ble 3 will help) and making some adjustments of youi' own.
Big League Baseball was a big league programming effort for
me. I hope you get many horn's of enjoj-ment designing and
managing your owti league. Q
Table 3: Program Outline
Lines 1 - 66; variables setup
Lines 70 - 140t draw playfield
Lines 150 - 388; more setup
Lines 400 - 440; main program loop
Lines 460 - 560; prepare scoreboard, etc.
Lines 590 ■ 840; game-play routine
Lines 860- 1200; set lineup
Lines 1230 - 1480: pick teams
Lines 1510 - 1640; load teams
Lines 1670 - 2000: save teams
Lines 2030 - 2070: update teams
Lines 2110 - 2228: calculate hitter's and pitcher's stats
Lines 2240 - 2300; print tiitter's stats
Lines 2320 - 2336; check keyboard and joystick
Lines 2339 - 2410; pitch and hit
Lines 2430 - 2480; if non-hit, breakdown
Lines 2500 - 2540; if hit, breakdown
Lines 2560 - 2610; complete hitter's at-bat
Lines 2630 - 2970; move runners up, taiiy runs, etc.
Lines 3000 - 3097; change lineup (pinchhitters)
Lines 3100 - 3170; bunts routine
Lines 3200 - 3270; steals routine
Lines 3300 - 3430; change pitchers
Lines 3500 - 3544; walks routine
Lines 3600 - 3670; determine keypress (W, C, B, P)
Lines 3700 - 3790; sort standings
Lines 3800 - 3870; save game results and standings
Lines 3900 - 3996: sort player stats
Line 4000 ; play tune
Lines 4100 - 4140: update pitcher's stats
Lines 4200 - 4265: print player stats
232
234
235
236
270
DIM N(4) ,SX(4) ,SY{4) ,D$(4) ,K0$(1,
25,6) ,KO(l,25,6) ,IP(1) ,HP(1) ,
RP(1) ,DV(1) ,SP(25) ,SE(25) ,SB(25) ,
SC(25) ,Q$(6) ,BS$(1,25) ,EA(25) ,
EB(25) 'BCSC
N(l) =6:N (2)=6:N (3)=7:NC4)=7
:CI=11'FDLM
SX(1)=0:SX(2)=20:SX(3)=0:SX(4)=20
:SY(1)=0:SY(2)=0:SY(3)=11
:SY{4) =11' IJEW
A$=" [SPACE2,SHFT W, SPACE3 , SHFT L,
SPACE3,SHFT P] CT" : D$ (1) =" - [ SHFT N,
SHFT L] [SHFT E]AST"-FA$
:D$ (2) ="- [SHFT N,SHFT L] [SHFT W]
EST"+A5:D$(3)="-[SHFT A, SHFT L]
[SHFT E] AST"+A$:D${4)="-[SHFT A,
SHFT LJ [SHFT W] EST"+A$ ' JJLL
DATA " {SPACE2,SHFT S ] ELECT [ SPACE2]
","[SHFT P]=PLAY[SPACE4] ","
[SHFT C]=CREATE[SPACE2] ","[SHFT U]
Continued nn pg. 62
60 DECEMBER 1987
Ihe new Commodore* Amiga* 500 is
everything you never expected from a
home computer. That's because we designed
it to excite you, lb dazzle your senses with
4096 colors and stereo sound. To unleash
your creativity To allow things you never
dreamed possible in a home computer.
Because until now, they really weren't.
Like built-in speech synthesis, so you'll
always have someone to talk to. Pro-quality
3D animation that lets even beginners put
their ideas in motion. Colorful educational
programs that make lessons fun and mem-
orable. A complete home office with
powerful spreadsheet and database
fjrograms— even word processing with
WordPerfect? And unlike any other home
computer, the Commodore Amiga 500 can
multi-task, so you can run several programs
at the same time.
Hook it to your VCR with an optional
RF modulator, and the Commodore Amiga
500 becomes a home video production
center. Paint graphics over video images.
Create moving 3-D titles. Produce your own
animated feature.
And for pure fun, enter the incredible
worid of stereo Amiga video games. With
graphics so good, major video game makers
use them in their coin arcade machines.
AND NOW YOU CAN SEE IT ALL. FREE.
We captured the excitement, beauty,
and power of the Commodore Amiga 500
on a special VHS video cassette called The
Amiga 500 Video Test Flight. If you're ready
for the ride of your life, call 1-800-87-AMIGA
or contact your Commodore Amiga dealer
to find out how you can get your free video
demonstration.
1-800-87-AMIGA
t talks.
It animates.
It educates.
It's a home office.
It's a video studio.
It's arcade games in stereo.
It's the new Commodore
Amiga 500 home computer.
Comni^ij jtv l^ ^ ic^iAivu- J ii jdeTnjtkoRHIfflBB^iSi^flRQBSnRHnn^^^SSRniMBnnnnpRH^IlDgo j ludcmji): ofComnKHiorc Amiga. iiK WotdFetfe^:! v.
.fgiHcrediradcmarkofiheWordPcTfettCoiporarion WatHe Madness gjmexrecncouitettypffitrtircmk^ Arts. liSVii1jnb«sinc^
28 Users Only/ 128 Mode
Conlinued from pg. GO
=UPDATEISPACE2] "," [SHFT D]
=STNDIb)GS" , " [SHFT S] =STATS [ SPACE3]
" , " [SHFT Q] =QUIT tSPACE4] " , , , ,
"PCUDSQ"'BKLD
378 T$="V1T4":W$="V2T4"
:S0$ (0) =T$+W$+LEFTS (C$, 126)
:SO$(1)=LEFT$(C$,90)
:SO$(2)=MID$CC$,127)
:SO$(3)=T$+W$+LEFT$CC$,63) ' OVGN
420 on A GOSUB 590,1670,2030,3700,
3900,440'CDDG
480 FOR T=l TO 6:CHAR 1,1, T+1,
LC$+M$(ME,T) ,1:NEXT'HALQ
485 IF AA=0 THEN AA=1: GOSUB 4100 'FLJQ
504 COLOR 1,5:CHAR 1,13,0,LC$+"
[SHFT B]=[SHFT B] . STATS [SPACE2 ,
SHFT W]=WALK[SPACE2,SHFT C]
=CHANGE":CHAR 1 , 13 , 1 , LC$+" [ SHFT P]
=[SHFT P] .STATS" 'FAEY
592 COLOR 1,15:CHAR 1, 22 , 22 , " 1SPACE10]
" , 1 ■ CPVP
594 CHAR 1,22,23," [SPACE10] ",1'BKAP
832 IN=IN-1:G0SUB 3800'DKCL
1040 IF H0${H,T,1)="[SHFT P]
"THEN P(H)=T:FOR A=2 TO 6
:PP(H,A) =K0 (H,T,A) :NEXT' JMDM
1262 DV(H)=D:H(H)=C'CMGH
1605 IF S>1 THEN INPUT#2,T$
:KO$(H,T,S)=T$:KO(H,T,
S)=VAL{T$) 'HINQ
1612 KO$(H,T,0)=HO$(H,T,0)
:K0$(H,T,1)=H0$(H,T,I) ' CQBM
1692 H=0'BCQL
1950 FOR T=l TO NP : PRINT#2 ,H0$ (H ,T ,
0) "ERON
1960 PRINT" "HO$CH,T,0) "BKKL
1962 PRINT#2,H0S (H,T,1) 'BMNN
1970 FOR S=2 TO 6:PRINT#2,HO$(H,T,S)
:PRINT#2,STR$(K0(H,T,S) )
:NEXT'HGVU
2124 JZ=0'BDIC
2222 IF KO(H,P2,2)=0 THEN 2228'DPHF
2224 BA$=LEFT$(STRS(KO(H,P2,3)/K0(H,
P2,2) )+"000",5) :AB$=MID$(STR$(KO
(H,P2,2) ) ,2) ' lYBS
2226 HR$=MID$(STR$(KO(H,P2,4) ) ,2)
:PO$=LEFT${STR$ ( KO C H , P2 ,4 ) /KO (H ,
P2,2) )+"000",4) :WK$=MID$(STR$(KO
(H,P2,5) ) ,2) 'LTDC
2228 CI=7:RETURN'CEKI
2242 COLOR 1,CI'BEHD
2250 CHAR 1,1,2,LC$+LEFT$(" [SHFT A,
SHFT B] S [SPACE3] "+AB$+ " [ SPACE4 ] " ,
10) ,1'FTML
2260 CHAR 1,1,3,LC$+LEFT$("[SHFT A]
VE "+BA$+" [SPACE6] " ,10) , 1 ' FTVL
2270 CHAR 1,1,4,LC$+LEFT$(" [SHFT H,
SHFT R] S[SPACE3] "+HR$+" [SPACE4] ",
10) ,1'FTJN
2280 CHAR 1,1,5,LC$+LEFT${" [SHFT P]
0WER"+P09+" [SPACES] ",10) , 1 ' FTKO
2290 CHAR 1,1,6,LC$+LEFT$(" [SHFT W]
ALKS "+WK$+" [SPACE4] ",10) ,1'FTDP
2295 CHAR 1,1,7,LCS+LEFT$(" [SHFT S]
PEED"+STB$ (SB) +" [SPACE4] " , 10) ,
I'GUIU
2297 CI=11'BEJN
2320 S$="":WH=1:D0'DHKD
2322 GET B$ : J2=J0Y { 2) : IF B9<>""THEN
GOSUB 3600:GOTO 2322 'JUQK
2470 RE=INT(RND(1) *7) 'EIKJ
2574 IF RE+TB=7 THEN PP (HH, 5) =PP (HH ,
5)+l'GWQT
2602 KO(H,P2,2)=KO(H,P2,2)+WH'CWUI
2762 IF RE=7 THEN KO (H , P2 , 3) =K0 (H , P2 ,
3)+l:IF TB=4 THEN K0(H,P2,
4)=KO(H,P2,4)+l'KYGB
3255 IF RE=15 THEN WH=0'EHWL
3372 H2=HH:HH=(H+1) AND 1:G0SUB 4100
:HH=H2'GW0Q
3500 SOUND 1,15000,30,0,14000,200,1
iSPRITE 4,0'CEJH
3542 WH=0:KO(H,P2,5)=KO(H,P2,5)+1'DADN
3544 PP(HH,4) =PP(HH,4)+1'CRDN
3600 IF B$="W"THEN RE=11:TB=1
:GOSUB 2560:GOSUB 2110
:GOSUB 2240' lAXL
3610 IF B$="C"THEN R=INT(RND{1)*5)
:GF(HH)=(R-2)/8: GOSUB 3300 'LBCP
3620 IF B$="B"THEN BEGIN 'EDMG
3622 : JZ=(JZ+1)AND I'DJNJ
3624 :1F JZ=1 THEN GOSUB 2222
:ELSE GOSUB 2170'GNXN
3626 :BEND:GOTO 2240'CHTL
3630 IF B$="P"THEN BEGIN 'EDBH
3634 :JS=(JS+1)AND 1 : JH=P (HH) ' ERYO
3636 :IF JS=1 THEN JI=7:F0R T=2 TO 6
:T$(T) =MID9 (STR$ (K0(1, JH,T) ) ,2)
:NEXT:ELSE JI=11:F0R T=2 TO 6
:T$(T)=H0$(1,JH,T) :NEXT'SLOK
3640 :COLOR 1,11:CHAR 1,1,1,
LC9 + LEFT$(HO$(HH,JH,0)+SP$,10) ,
I'FMBQ
3650 :COLOR 1,JI:F0R T=l TO 6
:CHAR 1,1,T+1,LC$+LEFT5(LEFT$
(IN$(1,T)+" ",5)+" "+T$(T)+SP$,
10) ,1:NEXT'0XRB
3700 GM=RGR(0) :GRAPHIC 0,1:COLOR 0,15
: COLOR 4,7'FSKJ
3703 FOR DV=1 TO 4'DENH
3705 D0PEN#2,"STANDINGS"+STRS{DV) ' DICN
3707 IF DS>0 THEN DCLEARrGOSUB 3780
:GOTO 3717'GOJP
3710 FOR K=l TO N (DV) : INPUT#2 , WI (K) ,
LO(K) :NEXT:DCLOSE'GYXM
3715 GOSUB 3775'BEXJ
3717 IF DV=1 OR DV=3 THEN PRINT"
[CLEAR, BLACK] " ' GGFQ
3718 PRINT" [D0WN2,RVS] ",D$(DV) ' BHAN
3720 FOR T=l TO N (DV) :W=WI (SE (T) )
:L=LO(SE(T) ) :P=W/(W+L) ' ILSS
3722 W$=LEFT$(STR$(W)+SP$,4)
:L$=LEFT${STR$(L)+SPS$,3)
:P$=LEFT$(STR$(P)+"00",5) ' MLXW
3725 DI$(DV,T)=LEFT$(TM$(DV,
SE(T) )+SP$,9)+W$+L$+P$'GKAV
3730 PRINT, DI$(DV, T) "BKYH
3735 NEXT: NEXT 'CELL
Continued tm pg. 64
62 DECEMBER 1987
r
30LD DISK
^
LU^CIOU^
KILLER
come
•^b-^
WOW J
WORP ,
aALLOON?/
<:ARLOAPg
OP CAfiJOOK
CUPAfit/
W^'^^H,
afrrwRAv
IT PUT^
TMe P^IV6R5
OP thI P/?05
AT VOJR J , -,
^v
^^
A
f^^a^-
i*h^:
'm
^:.
,^:A
NeWflETTER^/v
f
.r"
J-^^ISJ
>1JZ/ 6fi^ CRBATB VOUfiOWhi MULV-FA&B COMIC BOOK^ WITH
ComicSettmr- T^B COtmjETB COLOR COfAiC PeSIGN 5TUPIO
fiOR THE 5I2K AMIGA. WfTH ^TRUCTUREP/OA^iP eiT-A\APPep
GRAPHICS. ONLY ^99.95- FRt)M 60LP Pr$k SOFTWARE. SEE y-i>UR
UXTAL AAAIGA PEALER OR CAUL 1-800-507-8192 TO ORPER.
128 Users Only/128 Mode
Continued from pg. 62
3745 PRINT" [CLEAR, RVS, BLUE] [SHFT A]
[BLACK] =[SHFT A] MERICAN [SHFT L]
EAGUE[SPACE2,BLUE] [SHFT N]
[BLACK] = [SHFT b)]ATIONAL [SHFT L]
EAGUE"'BAUB
3747 PRINT "[RVS,BLUE1 [SHFT P]
[BLACK] = [SHFT P] RINTER [SPACE10 ,
BLUE] [SHFT X] [BLACK] =[ SHFT E]
XIT[SPACE11] "ET$'BDSA
3750 DO:GET KEY A$:IF A$="X"THEN
EXIT'HGLN
3751 IF A$="P"THEN OPEN 4,4,7:CMD 4
:FOR DV=1 TO 2 : PRINT, D$ (DV+2) , ,
D$(DV) :FOR T=l TO 7
:PRINT,DI$(DV+2,T) ,,DI$(DV,T)
:NEXT:PRINT:PRINT:NEXT:CLOSE 4
:GOTO 3762'VTBL
3752 IF A$="A"THEN TI=3 ' EFTM
3754 IF A$="N"THEN Tl=l'EFAP
3756 PRINT" [CLEAR] "'BATO
3760 FOR DV=T1 TO DV+1 : PRINT" [D0WN2 ,
RVS] ",D$(DV) :FOR T=l TO N(DV)
;PRINT,DI$(DV,T) :NEXT:NEXT'LLHX
3762 LOOP'BAKK
3765 PRINT" [H0ME2] ":GRAPHIC GM
: RETURN 'DEAQ
3770 IF RU(0) >RU(1)THEN
WI (H (0) ) =WI (H(0) ) +1
:L0(H(1) ) =L0(H(1) ) +1
:ELSE WI (H(l) ) =WI (H(l) )+l
:LO(H(0) }=LO(H(0) )+I'MGUJ
3775 FOR T=l TO N (DV) : SP (T) =WI (T) / (WI
(T)+LO(T) ) :SE(T)=T:NEXT' INPD
3777 NN=N(DV) 'BHJS
3780 FOR T=NN-1 TO I STEP-1
:FOR 1=1 TO T'JKFS
3785 IF SP(SE(I) ) <SP(SE(I+1) )THEN
T1=SE(I) :SE{I)=SE(I+1)
:SE(I+1)=T1' JWEH
3790 NEXT:NEXT: RETURN 'DCGN
3800 GOSUB 4100'BEGE
3803 CHAR 1 , 0 , 24 , LC5+" [SHFT U]
PDATE RECORDS? isPACE2, SHFT Y]/
[SHFT Nl "'CKXQ
3805 GET KEY A$:IF AS="N"THEN
3818'FJON
3810 IF A$<>"Y"THEN 3805 'EGLI
3812 FOR T=l TO 5:SPRITE T, 0 :NEXT' F JJL
3815 GRAPHIC 0,1:GOSUB 3820
:GRAPHIC 1 ' DKVN
3818 CHAR 1,0,24," [SPACE20]"
jRETURN 'CIOR
3820 COLOR 0,15 -.COLOR 4,7
:COLOR 5,1'DMUK
3823 FOR H=0 TO 1:DV=DV(H)
:HH=CH+1)AND I'HTJR
3825 D0PEN#2,"STANDINGS" + STR$CDV) 'DICQ
3827 FOR T=l TO N (DV) : INPUT#2 ,WI (T)
:INPUT#2,L0(T) :NEXT'GYOV
3828 DCLOSE'BBNO
3830 IF RU(H)>RU(HH)THEN
WI (H(H) ) =WI (H(H) ) +1
:ELSE LO(H(H))=LO(H(H)) +1' IVSW
3834 SCRATCH"STANDTNGS"+STR$(DV) 'DEEP
3835
3840
3845
3855
3860
3870
3900
3905
3910
3912
3913
3915
3920
3922
3925
3927
3930
3935
3945
3950
3955
3960
3970
3972
3976
3980
3982
3986
3990
3992
3994
3996
4100
4110
4120
4130
1510
TO NN'GMSM
P]
;SC(C) =T
THEN SP(B)=0
D0PEN#2,"STAb]DINGS" + STR$ (DV) ,
W'DKCS
FOR T=l TO N(DV) :PRINT#2,WI (T)
:PRINT#2,L0(T) :NEXT'GYDQ
DOLOSE 'BBNN
GOSUB 4100:F$=H$(H) :NP=NP(H)
:GOSUB 1920'EABV
NEXT'BAEJ
RETURN 'BAQK
GM=RGR(0) :H=0:HH=0
:V$(H)=" [L. BLUE] TEAM [SPACES]
"'FSDO
GOSUB 1240:H=0:GOSUB
:NN=NP(H) 'EUFQ
FAST:B=0:C=0:FOR T=l
IF H0$(H,T,1)=" [SHFT
"THEN SP(T)=0:C=C+1
:GOTO 3922' IHVU
B=B-M:IF KO(H,T,2)=0
:GOTO 3920' HAZS
SP(B)=KO(H,T,3)/KO(H,T,2) "CXIQ
SE(B)=T'BGXI
NEXT'BAEI
GOSUB 3780 'BETM
FOR T=l TO B:SB (T) =SE (T)
:NEXT'FPNT
NN=C'BDTI
FOR T=l TO C:IF KO(H,SC{T),
2)=0 THEN SP(SC(T) ) =0
:GOTO 3950' IIMY
SP(SC{T) )=(KO(H,SCCT) ,
3)/3)/(KO(H,SC(T) ,2)/9) ' EQFY
SE(T)=SC{T) :NEXT'CLEM
GOSUB 3730'BETP
COLOR 4, 7: COLOR 0,15
: COLOR 5,1'DMUP
FOR T=l TO B:P2=SB(T)
:GOSUB 3992'FQCR
IF KO(H,P2,2)=0 THEN EB(T)=0
:ELSE EB{T)=KO(H,P2,3)/KO(H,P2,
2) 'HSVC
BS$(0,T)=T$:NEXT'CLJU
FOR T=C TO 1 STEP-1:P2=SE(T)
:GOSUB 3992'HRIU
IF KO(H,P2,2)=0 THEN EA(T)=0
:ELSE EA(T)=KO(H,P2,6)/{KO(H,P2,
2)/9) 'IVCE
BS$ (1,T) =T$:NEXT'CLKV
GOTO 4200 'BEDO
FOR K=2 TO 5:Q$(K)=RIGHT$("
[SPACE2] "+STR$(K0(H,P2,K) ) +" ",5)
:NEXT' JBVB
T$=LEFT$(HOS(H,P2,0)+SP$,
12)+Q$(2)+Q$(3)+QS(5)+Q$(4)+"
[SPACE2] "'IQZG
RETURN 'BAQT
FOR T=2 TO 6:K0(H,P(H) ,T)=PP(H,T)
: NEXT ' FYMF
KO(H,P(H) ,2)=K0(H,P(H) ,
2)+IN-IP(H) :IP(H)=IN'EOIJ
KO(H,P(H) ,3)=K0(H,P(H) ,
3)+HI (HH)-HP(H) :HP(H)=HI(HH) ' EWJM
KO(H,P(H) ,6)=K0(H,P{H) ,
6)+RU(HH)-RP(H) :RP(H)=RU(HH)
EWEN
Continued onpg. 136
64 DECEMBER 1987
i^f-- V*-5>Kj?'.%:^lK?^^y^
The results are tallied! We asked our best reviewers to choose their year we've added Amiga divisions in almost every category. Of course
favorite products of the year in the order of their preference. The there are many other excellent products on the maritet, but these
result is our third annual collector's ediliorv— The Best Of 1987. This are the ones that received our reviewer's top recommendations.
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HARDWARE
by John Fortunak
U. Kernal 20MB hard disk
drive
Xetec, Inc.
64 and 128
$949.95
Runs copy-protected software
(with limitations!. Supports
both 64 and 128 modes. Has
disk-access speed more than 65
times faster than the 1541 disk
drive in 64 mode and over 100
times faster in 128 mode. In-
terfaces via the expansion port.
Contains its ovvn on-board
DOS. Expandable in 20MB in-
crements. Additional daisy
chain and multiplexer option
allows sixteen 64/128 comput-
ers to be connected to one Lt.
Kernal system. Two copy utili-
ties included with system.
Turtxi Processor
Swisscomp, Inc.
64
$189.00
A 4 MHz speed, add-on com-
puter with its own 64K of
RAM. Replaces operation of
the 64, except for the lOs. Has
two operating systems and
space for another. Especially
useful for faster processing of
home-grovm. complex pro-
grams. Runs much commercial
software at four times the nor-
mal 64 speed. Plugs into car-
tridge port.
TCM-1200H
Hayes-Compatible Modem
Trans Com, Inc.
64 and 128
$179.95
Powered directly from the com-
puter, eliminating excess pow-
er pack. Requires no RS-232
interface. Full Hayes- AT com-
patibility, plus Bell 212 and
CCITT V.22 compatibility.
Auto-select 300-1200 baud and
originate/answer modes. Fea-
tures include eight LED status
lights, auto-answer disable
switch, speaker with level con-
trol, two phone jacks, and tone
or puJse dialing.
Command Center
Ketek
64, 54C and 128
$119.95/$129.95/$149.95
Workstation organizer used to
mount disk di*ive(s), support
monitor and provide consoli-
dated wiring system. Features
include built-in AC power strip
with surge protection, built-in
drive cooling fan, easily acces-
sible on/off switches for modem
and disk drives.
1764 RAM Expansion
Cartidge
Commodore Business
Machines, Inc.
64
$149.95
Adds 256K RAM when
plugged into expansion port.
Includes two disks: (1) a DOS
program disk enabling use of
the extra RAM as a RAM disk
and (2) a GEOS disk, enabling
use with all GEOS applica-
tions.
The Expert Cartridge
Swisscomp, Inc.
64
$39.95
A multi-fiinction cartridge that
includes the following utilities:
allows usere to chose their own
operating systems, extracts
sprites, removes sprite colli-
sions in games, extracts hi-res
drawings from programs, CMn-
verts extracted hi-res program
drawings to ifoo/a painter files,
converts Doodle or Print Shop
files to Koala files, automatic
back-up to disk, a machine
code interrogator, and much
more.
Super Graphix "Gold" Printer
Interface
Xetec, Inc.
64 and 128
$119.95
This year's upgrade to the in-
dustry standard that emulates
the Commodore 1525 printer.
32K buifer on board. Supports
fast serial from the 128, as well
as standard serial from the 64.
Enables the use of 32 printers,
with customizing printer driv-
ers for most others. Eight fonts
available. All fonts support un-
derlining, italicizing, boldfac-
ing, super- and subscripts, and
nine type pitches.
AIR-1
Microlog Corp.
64
$199.00
An all mode communication
terminal that enables comput-
er coding of transmit signals,
and de-coding of received sig-
nals from radio tranceivers.
Receives^sends: radio teletype
at 60-132 words per minute,
110/300 baud ASCII, Morse
code key up to 150 words per
minute. Monitors on-screen
tuning for radio frequency. Re-
ceives to and transmits from
disk drive. Split-screen dis-
plays receiva'transmit commu-
nications.
Turtw Procejsof
The Expert Cartridge
1764 RAH Expansion Cartridge ''©fet.
Super Graphii "Gold" Printer Interface
TCM-1200H
66 DECEMBER 1987
AMIG
by Tim Jones
TIC Battery Backed Clock!
Calendar
Byte By Byte
$59.95
The TIC is a fantastic little
clock/ calendar package that is
easy to use and doesn't inter-
fere with most programs on the
Amiga. The unit is a small
black box that plugs into the
second game port of the
Amiga, lb read it, Byte by
Byte has included a very sim-
ple routine that can be called
from inside your Startup-
Sequence. TIC is fully buffered
and can be removed without
fear of upsetting your Amiga
(or itself, for that matter).
J^iga 10001500 680201
68881 Piggyback Boards
Computer System Associates
68020 unit $595
68020/68881 unit $895
Computer System Associ-
ates has pr-oduced a piggyback
unit that will give your Amiga
1000 or 500 a 2000% perfor-
mance increase over one of the
industries defacto standards in
performance — the IBM-PC/
AT. If you're looking for a cost
effective method of increasing
the computational power of
your Aniiga 500 or 1000, this is
definitely the way to go.
Turtx) Amiga Highrise
Computer System Associates
Amiga 1000 Highrise Chassis
$995.
68020 CPU Board $1,195
68020 CPU Board with 14MHz
68881
Coprocessor $1,495
512KByte 32 bit SRAIVI running
atl4IVIHz$l,295
SCSI controller card $695
20 MByte SCSI Disk $995
2MByte SRAM running at 14
MHz $3,995
CSA has also developed the
Ibrbo Amiga Highiise unit —
an Amiga 2000-compatible ex-
pansion chassis for the Amiga
1000. The unit can be pur-
chased bare, or with any of the
additional cards listed above.
Also, the bus is designed to
give Amiga 1000 ownere the
ability to use Amiga 2000
cards, including the Bridge -
board and AT-compatible
cards.
All of the cards listed above
are also designed to fit directly
into the Aniiga 2000 chassis.
Micron 2 Hbjrte Memory Eipansion
Micror) 2 Mbyte Memory
Expansion
Micnjn Technology, Inc.
2 MEG DRAM Boards
Amiga 1000/500 W/Chassis &
interface $550
Amiga 2000 $495
Micron Tfechnology has final-
ly turned their attention to the
Amiga family and built a veiy
tough 2 MByte, autoconfigu]*-
ing {under 1.2), zero wait
state RAM card. The card is
designed in an Amiga 2000
bus configuration and an ex-
ternal Chassis and interface
card are available for use with
the 500 and 1000. Included
with the units are full diagnos-
tic software and a recoverable
RAMdisk driver
Amiga 500
Commodore Business Machines
$699.00
The Amiga 500 differs fiiom
the 1000 in both appearance
and internal design. The chip
count has been reduced quite a
bit which accounts for the re-
duced price. The unit is an in-
tegral machine with the con-
sole and keyboard built into
the same case (unlike the 1000
and the 2000 where the key-
boards are separate). The unit
comes with 512K of internal
RAM and has an expansion
slot built in for the installation
of the Amiga 501 expansion
RAM/Clock-calendar unit.
This allows you to install a fuH
MEG of RAM internally
If you've been waiting to get
on the Amiga train, the Amiga
500 is a way to step aboard
without breaking the bank.
"'f//r,..
Amiga 2000
Commodore Business Machines
$1,995.00
The Amiga 2000 is the next
logical step forward in the
Amiga family While the 1000
allowed for expansion, the
2000 has taken this ability and
included it within the confines
of the machine itself. Now you
can place your expansion
drives, hard drives, memory
expansion, network cards and
many other options inside the
machine.
The Amiga 2000 also offers
three slots for use under the
MS-DOS configuration allowed
via the installation of a Bridge-
board that adds IBM-PC/XT
compatibility to the bag of
tricks already included with
the machine. The Bridgeboard
acts as a separate computer in-
side of the 2000 and actually
runs concurrently with any
other tasks functioning on the
Amiga side of the bus.
If you are looking for a ma-
chine that will offer the most
"Bang for the Buck," then the
Amiga 2000 is a very good
choice.
Amehstar Network
Ameristar Technologies
2000 Configuration Ethernet or
Arcnet card $495.00
Ameristar has developed a
set of network cards that will
allow the Amiga 2000 to go on-
line with major networking
systems, like SUN or DEC's
VAX mainfirames. Ameristar
has put together two of the in-
dustry's leading network proto-
cols and come up with a very
powerfiil network board for the
Amiga 2000. Businesses can
now buy an expensive system
to act as server and use Ami-
gas as client workstations or
simply utilize Amigas to per-
form the jobs once limited to
the more expensive minis and
mainframes.
COMMODORE M/iGAZiNE 57
J-flduentupe/Role-
^ames
by Shay Addams
Stationfall
Infocom
$34.95
Your assignment is pushing
pencils as an office worker, and
your first job is to picli up a
supply of "I'equest fomi fornis"
fi"om a neighboring station.
When you airive, however,
there's not a soul on board. Un-
less you figure out what hap-
pened to the crew and take ap-
propriate measures, the same
fate is in store for you — and
the rest of humanity.
Maniac Mansion
Lurking Horror
Infocom
$34.95
Pays tribute to little-known
master of American horror,
H.P. Lovecraft. You play a stu-
dent at G.U.E. Tbch trying to
complete yom' term paper due
the next day. Instead of the file
containing your notes, you re-
trieve a sinister message which
leads you into the building's
spooky basement, then up to
the top of the dome and back
down into even deeper dun-
geons.
Maniac Mansion
Lucasfilm Games/Adivision
$34.95
Yom- goal is to find and rescue
a teenaged girl being held by a
mad scientist in a spooky old
mansion. Instead of playing
the role of one character, you
must switch back and forth be-
tween three of them.
Guild of Thieves
Firebird
$39.95
A second adventure from the
people who brought you The
Pawn. This adventure is also
set in Kerovnia, however this
time . . . "You are an aspiring
member of the infamous Guild
Of Thieves. As a test assign-
ment you have been told to
ransack a castle and the sur-
rounding area of all valuables."
Bureaucracy
Infocom
$34.95 (128 only)
Douglas Adams' latest adven-
ture is based on one of real
life's frustrating events: his
bank lost the change of address
foi-m he filled out when he
moved, and as a result, his
ci-edit cai-ds soon became use-
less. That's what happens to
you in this game.
Legacy of the Ancients
Pirates!
MicroProse
$39.95
You assume the role of a pirate
whose goal is to acquire a for-
tune in booty. Plenty of combat
as you fight enemy captains
ship-to-ship and ship-to-shore.
Destiny Knight (Bards Tale II)
Electronic Arts
$39.95
This sequel to The Bard's Tale
embellishes the original game
system in many ways, includ-
ing 79 new spells and ranged
combat. Characters fiom Ulti-
ma HI can be used, and your
team fiiom The Bard's Tale can
be imported to Destiny Knight
Legacy of the Ancients
Electronic Arts
$29.95
Legacy kicks off inside a Ga-
lactic Museum foimded in the
land of Tkmalon by The An-
cients long, long ago. The goal
which you learn in a telepathic
message beamed in fi-om a
Thief s spirit, is to destroy the
Wizaixi's Compendium, a
leather scroll you found on his
body. Otherwise the scroll will
fall into the wrong hands —
the gnai-led, grasping hands of
an e%il warlord.
Ultima V
Origin Systems
$59,95
Twice as big as Ultima TV with
more intricate character inter-
action and sharper graphics.
The new combat and magic
system is as much ftm to play
on paper as the computer so
Ultima V will also be marketed
as a traditional role-playing
game (along the line oWun-
geons and Dragons).
58 DECEMBER 1987
AM I a
by Shay Addams
Ultima III
Origin Systems
$39.95
This is one of the classics. It
is set in the land of Sosaria,
where your target is Exodus,
the vile spawn of Mondain and
Minax. The magic system is
inventive, and plentj' of
animated combat awaits the
adventurer.
Guild Of Thieves
Firebird
$39.95
A second adventuj-e fium the
people who brought you The
Pawn. This adventure is also
set in Kero\TOa, however this
time . . . "You are an aspiring
member of the infamous Guild
Of Thieves. As a test assign-
ment you have been told to
ransack a castle and the sui--
rounding area of all valuables."
Bureaucracy
Infocom
$39.95
You ai-e about to start a new
job at Happitech, hic. The com-
pany is sending you on a
course for new employees in
Paris and they mailed you a
$75 check for cab fare to the
airport. However, yom- change
of address form went awr>- and
your mail was delivered to
your neighbors. Rounding it up
is no easy task, for these folks
ai-e so paranoid that they make
Woody Allen look secure.
Stationfall
Infocom Guild of Thieves
$39.95
Your assignment is pushing
pencils as an office worker, and
your first job is to pick up a
supply of "request form forms"
from a neighboring station.
When you arrive, however,
there's not a soul on board. Un-
less you figure out what hap-
pened to the crew and take ap-
propriate measures, the same
fate is in store for you — and
the rest of humanity.
Lurking Horror
Infocom
$39.95
Pays tribute to little-known
master of American horror,
H.P. Lovecraft. You play a stu-
dent at G.U.E. Tfech trying to
complete your term paper due
the next day. Instead of the file
containing your notes, you re-
trieve a sinister message which
leads you into the building's
spooky basement, then up to
the top of the dome and back
down into even deeper dun-
geons.
The Bard's Tale
Electronic Arts
$39.95
Few role-playing games convey
the authentic atmosphere of
Dungeons and Dragons as well
as The Bard's Talc. You are out
to rescue the town of Skara
Brae from Mangar the Dark
(you guessed it, an evil wizard).
If you have a tattoo on your left
shoulder that says "Bom to
map," then dive in.
Space Ques(
Sierra On-line
$49.95
Another of Sierra's 3D graphic
adventure games. This one is
an outer space, science fiction
satire. Playing this game, in
which your character and oth-
ers are extremely well animat-
ed, is comparable to participat-
ing in an interactive, animated
cartoon.
King's Quest III
Sierra On-line
$49.95
An adventure game with car-
toon-like characters that you
move around with joystick or
keyboard commands. Smart
parser, sharp graphics with
many special effects, and logi-
cal puzzles. You are Gwydion,
striving to escape the clutches
of an evil wizard and claim
your heritage.
Roadwar2000
Strategic Simulations, Inc.
$39.95
You must find eight scientists
whose work will eliminate an
epidemic sweeping a ftituristic
North America devastated by
nuclear bombs, foreign invad-
ers, and a host of domestic
troublemakers. A single car re-
presents your gang as you
press keys to move across a
map of southern Canada, the
U.S. and northern Mexico.
COMMODORE MA3A2INE 69
^AiPCAIDl
by Mark Cotone
Into the Eagle's Nest
Mindscape
$29.95
The Eagle's Nest is a Nazi for-
tress that contains a labjrinth
of rooms, hundreds of enemy
soldiers, and thi-ee alHed pris-
oners waiting to be rescued. In-
filtrate, liberate and escape,
and victory is yours. Fail, and
you'll hit the reset button . . .
again and again. Arcade ad-
venture at its habit-forming
best,
Starglider
Firebird Software
$39.99
An outer space shoot-out with
all the necessary ingredients:
sensational graphics, stomach
churning flight simulation,
pulse quickening combat se-
quences and an engaging no-
vella to help set the stage,
You'll play until your trigger
finger aches from the strain,
Rush'n AttacklYie Ar Kung-Fu
Konami
$29.95
Konami brings t\vo of its more
popular arcade games to the
home screen. The first, an ac-
tion-packed guerilla run be-
hind Soviet lines, just might be
the most addictive game of the
year, The flip side is a martial
arts kickfest, A delightfully
satisfying double feature.
Ghost'N Goblins
Ghost'N Goblins
Capcom
$29.99
The princess has been kid-
napped, and you, brave knight,
must don your armor and van-
quish every dragon, zombie,
ghost and goblin that stands
between you and your lady.
The challenge is just tough
enough to keep you shiiggling
without leaving you fhistrated.
Marble Madness
Electronic Arts
$29.95
The coin-op comes home. It's
you against gravity and the
clock as you race your spheri-
cal vehicle across a treacherous
track packed with marble men-
acing creatures of eveiy design.
The secret level will give you
nightmares. Have a ball.
Bc^'N Rumble
Mindscape
$24.97
Your famed professional wres-
tler moves out of the ring and
onto the streets to escort Gran-
ny on a dangerous inner-city
excursion. Use all the innova-
tive tricks of your celebrated
trade to keep the sidewalk
tresks and gutter derelicts at
bay. Fast, furious and funny.
Comics
Accolade
$24.95
Here's a new look: a comic
book-style interactive adven-
ture that incorporates several
arcade games into its colorful
cartoon storyline. It's an engag-
ing blend, requiring the think-
ers to get a little physical as
well.
Breakthru
Data East
$34.99
The renegades have stolen the
secret PK430 fighter plane,
and you've been commissioned
to get it back. With a durable
armored assault vehicle at
your disposal, you must tra-
verse a deadly enemy obstacle
course that takes you through
mountains, prairies and cities.
A classic arcade workout.
Spindizzy
Electric Dreams/Activision
$14.95
Try this British import once,
and you'll be hooked for life.
It's a series of 386 three-dimen-
sional mazes that must be
traveled by a precise, joystick-
controlled, land mapping unit.
It's unique, it's demanding, and
it's cheap.
Parallax
Mindscape
$29.95
More devious than Xevious, its
look-alike coin-op cousin, be-
cause this game requires play-
ers to do more than simply
shoot on sight. The alien world
you're so eager to destroy must
first be combed for clues to a
secret password. Stimulating
sci-fi action,
Starelidef
70 DECEMBER 1987
A^"G>
by Gary Fields
Ferrari Formula One
Electronic Arts
$49.95
High speed racing action on 16
international race courses. One
to eight drivers can compete.
Detailed realism puts you in
the driver's seat. You can even
check on the cars behind you
by glancing in the Fen-ari's two
rearview mirrors.
Stargtider
Rainbird/Firebitd
$44.95
High speed air combat vrith a
3D view. Attack both surface
and air targets with lasers or
missiles while avoiding their
counter fire. Quick reflexes
and sound strategy required to
win. Sound effects and graph-
ics wonderfully realistic.
Marble Madness
Electronic Arts
$39.95
Realistic motion and gravity
effects make guiding a marble
through a 3D maze on six lev-
els a real challenge. Play
against another player or the
clock. Sound and graphics are
as good as the 50 cent arcade
version.
Fire Power
Microlllusions
$24.95
Tank battle game with realistic
graphics matched with arcade
speed and sound effects. In-
cludes options for different
tanks and scenarios. You play
against the computer, another
player or a friend (connected
via modem) anywhere
in the world.
World Games
Epyx Inc.
$39.95
lb compete you must be good
in all eight events including
log rolling, sumo wrestling,
bull riding and cliff diving. Tb
win you must be great in more
than a few. Action, graphics
and sound effects are good.
Temnpods
Psygnosis
$39.95
Arcade action paired with
strategy are required to defeat
invading IHpod forces. Uses a
huge 3D scrolling playfield.
Galactic Invasion
Galactic Invasion
Microlllusions
$24.95
Space battle at arcade speeds
across a battlefield as big as
the universe. You can play
against the computer, another
player or a friend (via modem
play option) anywhere in the
world.
Skyfox
Electronic Arts
$39,95
Superfast aerial combat.
Fljdng a plane equipped with
radar-guided and heat-seeking
missiles, laser cannons, and de-
flection shields you take on an
armada of enemy tanks and
planes. Game includes 15 sce-
narios and five skill levels.
Diablo
Classic Images
$29.95
The idea is simple — move a
ball through a maze — but the
maze keeps moving, lb succeed
you'll need good reflexes com-
bined with strategic planning
and quick thinking. Addictive.
COMMODORE M/GAZINE 71
fflllllMEKDB
by John Jermaine
World Class Leaderboard
Access Software, Inc.
$39.95
Leaderboard was an excellent
golf simulation because the
player selected the proper
clubs, putting and technique
for sinking a particular shot
(as if he were actually there on
the fairway or green). World
Class Leaderboard takes
things a step further by provid-
ing more traditional courses
with traps, roughs, and a large
number of trees per hole. If
things get any more realistic,
the player will be tipping a few
at the local country club after
each round.
TenVi Frame
Access Software, Inc.
$39.95
In the past, bowling programs
have had interesting graphics
and played like the typical ar-
cade game, but somehow they
failed to generate the true spir-
it of the sport. Tenth Frame, on
the other hand, transports the
user to a three-dimensional
bowling alley, where he faces
the same problems encoun-
tered by real bowlers. The play-
er must learn how to control
the spin and speed of the ball
as he experiments with various
methods of picking up different
pin combinations. This is one
of the better sports simulations
on the market.
Tenth
Aliens
Activision
$34.95
Aliens isn't just another arcade
game "bug hunt." It dares you
to pilot a drop-ship, take com-
mand of a squad of marines,
and eventually fight it out,
one-on-one, with the queen
mother of an alien race. The
weapons, devices, and dialogue
of the popular A fens movie
can also be found in the pro-
gram. I was very pleased with
this special simulation because
each game (there are six of
them) is a carefully recon-
structed scene from the film,
Pirates!
MfcroProse
$39.95
From 1560 into the 17O0's, the
West Indies was home for an
infamous breed of men known
as pirates or buccaneers. These
brave souls navigated the
treacherous waters of the Ca-
ribbean, trading goods with
some communities and sup-
porting the rule of certain is-
land governors. Unfortunately,
they were also plundering set-
tlements in the region and cap-
turing ships which appeared to
be easy marks. If you'd like to
try swashbuckling thrown in
for good measure, load in this
historic reflection of the past.
Aliens
PHM Pegasus
Electronic Arts
$29.95
You don't hear much about Pa-
trol Hydrofoil Missile Craft
(PHM), but they are a powerful
secret weapon against naval
terrorism and piracy on the
high seas. These fast-moving
attack and surveillance vessels
move smoothly across the wa-
ter, even in heavy seas. PHM
Pegasus seems to be very au-
thentic, and the eight program
assignments could actually
take place in the global hot
spotsof the world,
California Games
Epyx, Inc.
$39.95
This program faithfully re-cre-
ates six popular pastimes
vi'hich became famous on or
near the beaches of California.
These challenges include: half
pipe skateboarding, perform-
ing stunts with a foot bag, rid-
ing a smf board, roller skating
on the boardwalk, BMX bicycle
racing, and throwing a flying
disk to a nearby companion. I
know these events will prob-
ably never reach Olympic sta-
tus, but they're accurately de-
picted, fast moving, and fim.
California Games also provides
a means of trying several peril-
ous activities without risking
injury to your body or possibly
drowning.
Gunship
MicroProse
$34.95
Knocking out a target with a
jet fighter is one thing. De-
stroying that same item, with
an Apache Gunship Helicopter,
is a whole new ballgame. Probe
large areas of enemy territory,
at a height of 100 feet, using
advanced weapons and mis-
siles to wipe out unfriendly
military forces. Doing the job
right earns you rank, medals
and the appreciation of your
country. Make several mis-
takes and . . .
Wheel of Fortune, Family Feud
and Jec^rdy!
ShareData
$12.99 each
fblevision game shows are the
current rage on the boob tube,
so bringing these three games
out for 64 users was a very wise
move. Each program follows
the rules of its TV counterpart.
The graphics of the playing
boards are almost identical to
the designs used on television,
and every question used in
these programs actually ap-
peared on the game shows. You
can even participate in a single
player match against fast-
thinking computer opponents.
In short, these products are
well done and give you the per-
fect opportunity to see how well
you could do on one of the
shows.
72 DECEMBER 1987
AIVIIG.
by Gary Fields
Flight Simulator II
SubLogic
$49.95
The benchmark flight simula-
tor against which all others are
compared just got better.
Graphics and animation are
perfect. A multi-player option
allows two players using com-
puters connected via modem to
fly with each other.
Silent Seivice
MicroProse
$39.95
World War 11 submarine war-
fare. You can hunt and sink en-
emy ships and convoys any-
where in the Pacific. Sound
strategy required to survive.
Multiple options combined
with wonderful graphics make
this an impressive simulation
game. (512K Required)
S.D.I.
Cinemaware/Mlndscape
$49.95
A mixture of arcade action and
futuristic story line makes this
simulation of a future war be-
gun because of the employ-
ment of the Strategic Defense
Initiative more than a war sim-
ulation. 3D graphics and real-
time speed make the job of de-
feating Russian missiles, KGB
agents and rocket fighters al-
most too realistic. (51 2K Re-
quired)
Kampfgnippe
Strategic Simulations, Inc.
$59.95
WWn simulation — Germany
against Russia. The game uses
historical scenarios or you can
create your own. Over 45 units,
infantry, tanks, artillery, etc.
included. Variable difficulty
levels included. (5 12K Re-
quired!
Ogre
Electronic Arts
$39.95
A twenty-first century battle
between hovercrafts, armored
tanks, tactical nuclear devices
and a futuristic super robot
tank — Ogre. Strategy game
for one or two players, (512K
Required)
Galileo
Infinity Software, Inc.
$99.95
Toms your Amiga into a pow-
erful planetarium. View all the
planets and 1600 stars from
any point on earth and any
time in history. Witness soar
eclipses and trace constella-
tions.
Shanghai
Activision
$44.95
An addictive strategy game de-
vised fkim the ancient Chinese
game of Mah Jongg. Graphics
are beautiful. Only the very
best will ever come eye-to-eye
with the dragon. Compete
against another player or the
clock.
Roadwar 2000
Strategic Simulations Inc.
$39.95
As a patriotic road gang leader
you must locate eight scientists
to save what's left of the world
after civilization's downfall.
You must battle mutants, can-
nibals and rival road gangs in
your cross-country race.
The ChessMaster 2000
Electronic Arts
$39,95
This chess simulator includes
every feature a serious com-
petitor could want. Boards can
be displayed using either 3D or
2D graphics. Program talks.
Ri»dwar 2000
Balance of Power
Mindscape, inc.
$49.95
Geopolitical strategy game.
The United States is matched
against Russia. The idea is to
sway world opinion in your fa-
vor without starting World
War in. If you lose, the world
loses. Not for novice players.
(512K Required)
COMMODORE M/SGA2INE 73
by Scott A. May
California Games
Epyx, Inc.
$39.95
Six like totally rad sports for
up to eight players. Half Pipe
Skateboarding, Foot Bag, Surf-
ing, Roller Skating, BMX Rac-
ing, and Flying Disk. Awesome
graphics, animation and gnai'-
ly competition make this the
best in Epyx's long line of tom'-
nament sports games. Tbtally
tubular, for sure.
Wortd Class Leaderboard Golf
Access Software
$39.95
The latest — and greatest —
version of the Carver brothers'
award- winning golf classic. In-
cludes accurate depictions of
three real-life courses, plus a
fictionalized killer called "The
Gauntlet." If 72 holes aren't
enough, build your own with
the easy-to-use Course Editor.
Absolutely the best golf simu-
lation ever designed.
Street Sports Baseball
Epyx, Inc.
$39.95
A rough-and-tumble trip down
memoiy lane for players of all
ages and skill levels. Colorful
graphics and smooth player
control make this one easy to
play, yet hard to put down. Im-
provised baseball for the sheer
fun of it.
The Official America's Cup
Sailing Simulation
Electronic Arts
$24.95
Exciting simulation of ocean
sailboat racing. Player control
is technically brilliant, aided
by a top-notch instruction
manual, This is a tough sport
to duplicate on a computer, yet
the designers pull it off with
fljnng colors.
GU= Football
Gamestar/Activision
$34.95
At last, a unique — and natu-
ral — slant to computer foot-
ball: true first-person, on-field
perspective coupled with bniis-
ing 3D action. You'll almost
feel black and blue after play-
ing this grueling contest.
Championship Wrestling
Epyx, Inc.
$39.95
An authentic, tongue-in-cheek
look at professional wrestling.
This one has all the right
moves, plus a fabulous multi-
player option. Complex, yet re-
warding for those tough
enough to stick it out.
FIST — The Legend Continues
Mindscape
$29.95
A successful blend of action ad-
venture and the sport of kara-
te. Avoid traps and solve puz-
zles as you battle increasingly-
skilled adversaries. Outstand-
ing graphics and smooth
animation make this one a real
winner.
Worid Games
Epyx, Inc.
$39.95
Span the globe, competing in
sports native to eight different
countries. Includes Weightlift-
ing, BaiTel Jumping, Cliff Div-
ing, Slalom Skiing, Log Roll-
ing, Bull Riding, Sumo Wres-
tling and the Caber Tbss. Di-
verse action and great visuals
add up to a captivating experi-
ence.
Championship Baseball
Gamestar/Activision
$34.95
More than just a rehash of an
old favorite — Star League
Baseball — this latest version
offers split-screen player per-
spective, improved graphics
and challenging tournament
play. Solid long-term value.
Indoor Sports
Mindscape
$29,95
Foui' games that simulate
rainy day fun: Darts, Bowling,
Air Hockey and Ping-Pong.
Unevenly designed, yet full of
surprises. Worth the price of
admission for Air Hockey and
Ping-Pong alone.
Calrtomia G^mes
Warid Class Leadeiboard
74 DECEMBER 1987
AM I a
by Gary Fields
Gridiron! VI. 2
Bethesda Softworks
$59.95
Football as it should be simu-
lated. You control both the
team and indi\ndual players.
You can design youi- owti team
and playbook and play against
the computer or another play-
er. NFL DataDisk allows you
to compete against actual pro-
fessional teams. Multiple chal-
lenge levels. (512K Required)
Eari Weaver Baseball
Electronic Arts
$49,95
A baseball fan's dream game.
Includes difficult levels from
sand lot to major league, op-
tions to play on or manage a
team. Outstanding split screen
displays put you right behind
home plate. Options include in-
stant replay and slow motion.
(512K Required)
Mean 18
Accolade, Inc.
$44.95
Realistic golf game, plus a golf
course construction program so
you can create and play your
own courses. One to foui-
golfers can compete. Impres-
sive graphics and replay op-
tions. (512K Requii-ed)
Winter Games
Epyx, Inc.
$39.95
Simulates the different events
of the winter Olympic games.
One to eight players possible.
Beautifiil graphics and anima-
tion. (512K Required)
Winter G^mes
Hardball!
Accolade
$44.95
Multiple screens bring base-
ball to life and the action is re-
alistic. You manage the team
plus hit, pitch and field. You
can even go into extra innings.
1 512K Required)
GBA Championship Basketball
Two-On-Two
Gamestar/Activision
$44.95
TVue team play is what makes
this basketball simulation so
good. You play with a comput-
er-controlled teammate, with
another human teammate
against the computer or
against another player Op-,
tions include practice, exhibi-
tion and league play. Offensive
and defensive plays are called
via a joystick. Action is fast
and realistic.
Championship Golf
Gam^tar/Activision
$54,95
Beautiful 3D graphics
matched with detail control
make this an excellent golf
simulation. You can view every
object on a fairway from a vari-
ety of different viewing points.
Graphics are detailed and pre-
cise. Not for the novice player.
(512K Required)
GFL Championship Football
Gamestar/Activision
$44.95
This football simulation puts
you on the playing field with a
player's perspective. Includes
dozens of offensive and defen-
sive plays. Screen display is so
realistic, you'll look for a place
to hide when you see the tack-
lers coming. (512K Required)
Grand Slam
Infinity Software
$59.95
Tennis challenge on the great
courts of the world — ^Wimble-
don, French, U.S, and Austra-
lian Open. Uses fast 3D graph-
ics and sound. You can use top-
spin, lobs, slice serves and ag-
gressive net play to win.
GBA Championship Basketball Two On-Two
p:- m iv
Eart Wearer Baseball
Ba.tter: Higgin
.285 e :
Pitchep: Boyd
3.78 15 13
Balls • StPi
COMMODORE MAGAZINE 75
^^iKmsk
omm
by Bob Lindstrom
Enhanced Sidplayer
Compute! Books
$24.95
Craig Chamberlain's Sidplayer
was one of the most capable
and populai' composition pw-
grams for musicians who want-
ed to create 64 music files.
Named after the 64's sound
chip — the Sound Interface De-
vice (SID) — Sidplayer pro-
vided the opportunity to dig
deep into this silicon wonder
and mine audio gold. This year
the release of Chamberlain's
Enhanced Sidplayer made the
best even tetter, It includes im-
proved 64 features and a brand
new 128 version that fully sup-
ports the advanced abilities of
that machine. An outstanding
tool for the serious SEC musi-
cian.
Instant Music
Electronic Arts
$29.95
When they say "instant," they
aren't kidding. Making music
is as easy as loading a back
beat and twiddling a joystick in
this 64 conversion of Bob
Campbell's Amiga original
Even 64 owners who don't
know a grand staff from the
Grand Canyon, can get down
and jam along with histant
Musics built-in library' of
tunes, bass lines and harmo-
nies. Since the music is repre-
sented as coloiTxl blocks, it is
possible to "paint" music onto
the screen and then change the
instrumental sounds for maxi-
mum variety. And the artificial
intelligence that guides the
programs keeps you from hit-
ting those clinkers.
Personal Musician
Sonus
$129.95
Once they taste SID, it's hard
to keep them away fix)m MIDI.
Musicians and hobbyists who
got their first taste of electronic
music from the 64 are now
moving up to the computer-
controlled wonders of MIDI,
the Musical Instrument Digi-
tal Interface, This standai-d for
computer music allows you to
use your 64 or 128 to control a
wide variety of computer key-
boards, drum machines and
special effects generators. For
those who just want to get their
ears wet in this brave new
world of musical amusement,
Sonus' Personal Musician
package is an introductory kit
to MIDI. It includes a MIDI
port that attaches the 64 to a
MIDI keyboard, the necessarj'
cables and a basic four-track
sequencer that enables the
computer to "record" the notes
played on the keyboard. The
package does not include the
MIDI keyboard.
Mastertracks Pro
Passport Designs inc.
$299.95 (128 only)
An improved version of Pass-
port Design's popular Master-
tracks turns the 128 into a
IVIIDI muscleman. The expand-
ed memory of the 128 makes it
possible to have sequencer,
song editor and step editor
modules in the computer at
once and still have memory for
larger sequences than in 64
Mastertracks. This elaborate
program is not for the casual
MIDI user or for the musically
faint-hearted; but it presents a
wealth of professional features
for the expert MIDI musician.
FBOl Design
Sonus
$149.95
By omitting the keyboard on
its FBOl sound module, Ya-
maha brought its excellent
synthesizer sound into a bud-
get-minded priced range. It's
the ideal, affordable MIDI mu-
sic (black) box that is playable
not by your fmgers but by your
computer. Sonus' FBOl Design
is a voice editor and librarian
that helps FBOl owners with a
64 or 128 program voices for
the populai' FBOl and save
them to disk for later use.
Instant Music
* Music
76 DECEMBER 1987
AMIG
by Bob Lindstrom
Aegis Sonix
A^is Development
$79.95
Amiga owners were overcome
by deja vu when they saw Ae-
gis Sonix. It bore a striking re-
semblance to the demo version
dMusicmfi that was on dis-
play at almost eveiy Amiga
dealer Actually, Sonix is a
greatly enhanced and im-
proved version of Miisicraft.
The result was a stylish and
easy-to-use music program
that accessed the Amiga's four-
voice digital sound as well as
four channels of MIDI sound.
And for those who didn't want
to employ RAM-hungry digital
sound samples, Sonix featured
a full analog sound symthesizer
to create custom voices.
Though its note-editing abili-
ties are slightly limited, Sonix
offers a fast and flexible way to
compose Amiga music files.
Deluxe Music Construction Set
Electronic Arts
$99.95
Will Harvey's Music Construc-
tion Set created the standard
for joystick and mouse-con-
trolled note editors. Deluxe
Music Construction Set on the
Amiga, prDgrammed and de-
signed by Geoff Brown and
John MacMillan, carries that
standard light years beyond its
hobbyist beginnings. Though
the program (written in the C
computer language) is slightly
sluggish during editing oper-
ations, DMCS remains the
highpoint in Amiga note edi-
tors. In addition to generating
music files, DMCS also excels
in printing music, either in
grand staffer score format.
And the ability to import
SMUS format files gives it a
degree of compatibility' with
other Amiga music programs.
SoundScape Pro MIDI
Studio 1.4
Mimetics Corp.
$149.95
Programmer Tbdor Fay took
multi-tasking seriously when
he designed his professional
MIDI studio for the Amiga. He
designed Soundscape as a mod-
ular array of individual pro-
grams that incorporate MIDI
control, note editing, sequenc-
er, song editor, console key-
board, clock and even the abih-
ty to interface with and control
video equipment. Not only a
MIDI nerve center, Pm MIDI
Studio is gearing up to make
the Amiga serve as the heart of
a complete audio-video system.
A premature release yielded
some problems with early ver-
sions of the program. The sheer
complexity of the software is
daunting to some users. None-
theless, Soundscape Pro Midi
Studio is the most ambitious
and most expandable MIDI
software yet created for the
Amiga.
ii fOnu ii
Uui Sync DeUv
Aegis Sonii
Sfffd [fpthl l*.e;s
Instant Music
Electronic Arts
$49.95
It's the simplest and most pain-
less way to enjoy Amiga music
without being musical your-
self. Just move that mouse and
shake your booty. Bob Camp-
bell's Amiga version of Instant
Music boasts digital sound
samples and lightning fast op-
eration. Though it emphasizes
the fun of music, some profes-
sionals have fallen in love with
a graphic display that repre-
sents notes as blocks of color
They can paint a few high
notes here, a run of low notes
there and then move the music
over to Deluxe Music Construc-
tion Set for fine-tuning. TVo In-
stant Music data disks pub-
lished by Electronic Arts pro-
vided additional scores and
instruments.
Aegis Audiomastsr
Aegis Development
$59.95
A chorus of howling dogs or a
ja22 break played by garbage
can lids -the Amiga's digital
sampling resources can turn
anything into a musical instru-
ment, if you have the right
tools. Aegis Audiomaster
makes any Amiga digital sam-
pler the right tool. Its built-in
digitizing module supports
most Amiga sound sampling
hardware including those from
Mimetics, Puturesound and
PeifectSound. The program
also features a software oscillis-
cope to measure input levels as
samples are recorded. Then,
Audiomaster gives you the
power to turn those sounds ev-
ery which way but loose: Layer
sample upon sample, play
them backwards, chop out a
piece, paste one in, hand draw
your own sample, create a
Sonix or IFF-compatible in-
strument, or use all your Fast-
RAM to digitize a favorite song.
Audiomaster really does the job.
COMMODORE MA3AZINE 77
^Productivity Software
o
by Gary Fields
Desktop Publisher
Timeworks, Inc.
$59.95
TVue desktop publishing on an
8-bit computer. Includes Tfext
Editor for headlines and cap-
tions, uses professional module
page design, drawing tool for
creating your own graphics,
plus you can import both text
and graphics from your favor-
ite word processor or design
package.
geoWite Workshop
Berkeley Softworits
$49,95
This is a collection of profes-
sional publishing tools, con-
trolled within the GEOS envi-
ronment. geoWrite is a full-fea-
tured word processor which
uses varied font types and
sizes, plus it will accept graph-
ics. geoMerge enables the user
to auto-insert names and ad-
dresses into documents.
Partner 64
Timeworks, Inc.
$59.95
Creates a complete office envi-
ronment including a mini word
processor and Name/Address
database, multi-function calcu-
lator and appointment calen-
dar. This one turns your com-
puter into a fast, clutter-free
infonnation center Includes
SwiftLoad.
Word Writer 3
Timewot1«, Inc.
$49.95
This word processor is as pro-
fessional as they get for the 64.
Includes every command op-
tion a writer would want plus it
includes Timeworks' wonderful
Spell Checker with 85,000
words. A 60,000-word thesau-
rus and outline processor are
also included. SwiflLoad
speeds the 1541 drive to five
times its normal speed.
Thinking Cap
Broderbund Software
$34.95
Perfect for organizing your
thoughts. This outline proces-
sor makes it effortless to trans-
fer and organize ideas to paper
A perfect tool for the student,
business manager or writer
with a lot of good ideas but who
has difficulty organizing them
on paper
geoPubiish
Berkeley Softworks
$69.95
Desktop publishing for users of
GEOS. Employs multi-col-
umns, graphics, multiple fonts
and full-page preview. Works
with both matrix and laser
printers as well as expanded
memory.
Easy Working: Writer, Planner,
Filer
Spinnaker
Three disks — $9.95 each
The key word in the title is
"easy." These three integrated
programs combine amazing
quality at an even more amaz-
ing price. Each uses drop-down
menus and help screens. The
word pnKessor includes a
lOO.OOO-word spelling checker
Filer holds up to 50,000 re-
cords. Planner's maximum cell
count is 50,000,
PocketWrllEf
Video Title S/icp
DataSoft/Electronic Arts
$29.95
Creates animated or still title
screens which can be combined
with home or business video
tapes. Perfect for titling videos
or creating promotional tapes.
Comes with a graphic editor,
fade in/out options and a vari-
ety of font faces and sizes.
AwardWare
Hi Tech Expressions, Inc.
$14.95
Design and print certificates,
awards, licenses, coupons or
announcements. Simple menu
selection makes creating your
own or customizing a standard
document easy. You can also
create a disk-based award
which you can send to a friend
to display on his or her 64
monitor
by Gary Fields
GEOS 128
Berkeley Softworks
$69.95
Brings a desktop publishing
environment to the 80-column
display of the 128. Includes all
the powerful programs of its
little brother GEOS 64 — word
processor, graphic editor, calcu-
lator, note pad, on-screen clock,
ete. Works best with a RAM
BfflbsTerm Pro 128
Progressive Peripherals &
Software
$79.95
This is the most powerful yet
easy-to-use terminal program
on the market. It is compatible
with every protocol, baud rate
and modem and will even read
and write to CP/M disk. All
features are menu/window acti-.
vated. On-screen help is in-
cluded. A 60K buffer makes
grabbing on-line files fast and
easy, plus you can edit text
files using the program's pow-
erful editor.
Personal Choice Collection
Personal Chorce/Activision
Software
$99.95
This integrated package in-
cludes a word processor (Writ-
er's Choice), database (Filer's
Choice) and spreadsheet (Plan-
ner's Choice), and a 50,000-
word speller, 80-column dis-
play
T.H.t.S.
Micro Aided Designs
$59.95
($139.95 with lightpen)
Powerful graphic design pack-
age for those with expanded
RAM. Uses four screens, pull-
down menus and either mouse
or lightpen input. Features in-
cluded are cut, paste, copy,
zoom, grids, seven fonts, geo-
metric shapes and variable
line width.
The Accountant V2.0
KFS Software
$149.95
New version is a complete
business accounting system for
businesses with up to 100 em-
ployees, 700 customers and
3000 inventory items. Modules
include a general ledger, pay-
roll and accounts receivable
and payable.
AwanlWarc
78 DECEMBER 1987
PocketWriter n
Digital Solutions
$49.95
One of tiie most complete and
easy-to-use 80-column word
processors on the market. On-
screen help included, Us^ ei-
ther SEQ or PEG files.
Business Form Shop
BetterWorking/Spinnaker
$39.95
Design busines forms to fit
you or your company's specific
need. Forms can be up to 100
pages long and can vaiy in
page dimension. Final tem-
plate can be duplicated and
will run independently of the
parent program so you can
save different forms to different
disks.
WordPro 128 with FilePro 128
BetterWorking/Spinnaker
$39.95
Integrated word processor and
database. WordPm includes a
100,000-word speller and ti'adi-
tional foiTOatting features.
Uses double key editing com-
mands, and documents can be
previewed to screen before be-
ing dumped to a printer. File-
Pro will hold 4000 records per
file, search and sort capabili-
ties mth up to 20 variables.
Term Paper Writer
Personal Choice/Activision
$49.95
Helps the writer, student or
professional organize his
thoughts. Includes a Notetaker
program for collecting informa-
tion, an Outliner for organiz-
ing the notes and a fiill-fea-
tured word processor for finish-
ing the document. The pro-
gram will insert footnotes on
appropriate pages and compile
a bibliogi'aphy by di-awing in-
formation from notes taken.
by Gary Fields
PageSetter *
The Gold Disk
$149.95
Desktop publishing. Includes
both gi'aphic and te.^rt editore
and a variety of type for head-
lines and captions. Text and
graphics can be created with
the program or imported from
other word proce^ors or design
packages. The screen displays
the page using three degrees of
magnification to show on
screen how the page mil print
out on either a matrix or laser
printer
WordPerfect*
WordPerfect Corporation
$395.00
Pi"ofessional quality word pro-
cessor. Includes a speller and
thesaurus and supports foot-
notes and macros. Employs all
the traditional word processing
tools professional miters de-
mand plus mail-merge and
math and text columns.
DeluxePaintll*
Electronic Arts
$129.95
Professional graphic design
program. Supports on-screen
canvas ai-eas as lai'ge as 8 1/2 x
11 inches, stencils, brushes,
two work screens, mirror, text
and magnification, etc. Uses
Lo-Res, Med-Res, Interlace and
Hi-Res formats and all of the
Amiga's 4096 colors.
B.E.S.T. Business Management *
Business Electronics Software &
Technolc^, Inc.
$395.00
The progi'am's integrated mod-
ules include hmctions for order
processing, inventory and ser-
vice management, accounts
payable and receivable and a
general ledger. Supports sin-
gle, dual or hard diive systems.
Lc^istix*
Progressive Peripherals &
Software
$249.95
Integrated spreadsheet, data-
base and time management
project package. Compatible
with dBase and DIF files and
supports true macro com-
mands. Comes with a large,
thorough manual. Works with
RAM expansion.
Draw Plus*
Aegis Development
$249.95
Professional Computer Aided
Design (CAD) software. Perfect
for architecture, landscaping,
drafting or any product design
requiring precision drawing.
Tbols include all the tradition-
al, plus ellipses, polygons, ro-
tate, drag, distort, resize, etc.
PageSetter
Diga!*
Aegis Development
$79.95
Versatile terminal program
with all standard protocols,
multiple screen options, menu
driven. Works with memory
expansion and hai'd disks.
Built-in buffer for easy down-
loading and saving.
DetuxeVideo VI. 2*
Electronic Arts
$129.95
Create your own videos. You
can design your own animated
videos, including graphics, ani-
mation, sound and music, or
import them finom other stan-
dard IFF files. Display is fiill
screen, works with RAM ex-
pansion and GenLock if in-
stalled.
ProWrite'
New Horizons Software
$124.95
Quality word processor with
color graphic abilities. Includes
headers, footers, profesional
editing commands, multiple
screen display and fonts, plus
color. Menu driven. Allows
multiple documents to be open
at the same time. Tbxt and
graphics can be mixed.
CUmate
Progressive Peripherals &
Software
$39.95
Disk utilit>' aid. As easy to use
as the Workbench, but lets you
examine, copy, move, delete,
rename, display or print any
file on a disk. Will display files
using either ASCn or HEX
code. All options mouse driven.
Oduie Video
pmwnte *512K Required
COMMODORE MAGAZINE 79
4
'Educadon
Software
by Jack Emberly
Bank Sireef School Filer
Sunburst
$99.00
For grades 4-12, Bank Street
School Filer is designed to help
teachers integrate databases
into classroom curriculum.
Great for home use too.
Astronomy Databases
Sunburst
$59.00
Important dates, people, events
in the history of astronomy.
Great home or school resource.
United States Datedase
Sunburst
$59.00
Geography, political, historical
information for each of the
United States.
Bank Street School Filer
North America Database
Sunburst
$59.00
Explores people, climate, cul-
ture, economy, government.
Excellent informational re-
source.
Endangered Species Database
Sunburst
$59.00
Explores information on the
world's most endangered ver-
tebrates and invertebrates,
conditions of life, location and
problems faced by each. Home
or school.
Building Perspective
Sunburst
$65,00
Problem-solving program that
challenges grade foui- through
adult to pi-edict the composi-
tion of a 3 X 3 or 5 X 5 array
of building seen from various
angles. Tbugh, but superb
thinking skills development,
andfim!
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lliich one m,
Castle Clobber
Mindscape
$59.00
Castk Clobber is a recent rela-
tive of the older Tink Tbnk se-
ries. Tbnk negotiates the pas-
sages of a scary castle to find
and retrieve a stolen toy chest.
More than good fun. Making
logical predictions and deci-
sions make it excellent prob-
lem solving at the grade one
through five level.
Simon Says
Sunburst
$65.00
Students practice sequencing
by remembering a series of let-
ters, numbers or colors, Play-
ers are challenged with longer
sequences as they become
more proficient. (For K-Adult.)
Teddy and Iggy
Sunburst
$65.00
Students (grades K-2) help
Tfeddy and Iggy perform tasks
to reinforce a basic memory
skill called chaining — remem-
bering items in a sequence.
MathemaUcs Activities
Courseware
Houghton Mifflin
$150 per grade level
Grades one through eight. This
supplementary classroom ma-
terial teaches thinking while
reinforcing all major math
skills taught in grades one
through eight. Copies of this
would be valuable to any home
with kids.
BACK
1
t do »ou r»H»nbtr, Hark?
■• •Prows to SOlttt, th«n prcsl RETURN.
Simon Says
Oto irpowf to i»l*ct thtn pr»»r RETURM.
Teddy and Iggy
80 DECEMBER 1987
COMPANIES
Access Software
2561 South 1560 West
Woods Cross, UT 84087
(801) 298-9077
Accolade, Inc.
20813 Stevens Creek Blvd.
Cupertino. CA 95104
[4081 446-5757
ActivJsion
2350 Bayshore Parkway
Mountain View, CA 94043
14151960-0410
Aegis Development
2210 Wilstiire #277
Santa Monica, CA 904 03
1213)392-9972
Anteilstar Technologies
P.O. Bon 415
Hauppauge. NY 11788
AvalonHIII
Microcomputer Games
4517 Harfofd Road
Baltimare.MD 21214
(301)254-5300
Berkeley Softworks
2150 Shattuch Avenue
Berkeley, CA 94704
(415)644-0883
B.E.S.T.
P.O. Box 230519
Tigard, OR 97224
(503) 684-6655
Bethesda Softworks
9208 Burning Tree Road
Bettiesda.MD 20817
(301) 469-7051
Brodertund Software
17 Paul Drive
San Rafael, CA 94903
(4151492-3200
Byte by Byte
AflKretum Plaza II.
Suite 150
9442Capital of Texas Hwy, N
Austin, TX 78759
(512)343-4357
CapcomU.S,A,, Inc.
1283-C Mountain View
Alviso Road
Sunnyvale, CA 94089
(408)745-7081
Classic Images
3100 West Ctiapel Avenue
Ctiern Hill. NJ 08002
(609)667-2526
Commodore Business
Mactiines, Inc.
1200 Wilson Drive
WestCtiester. PA 19380
(215)431-9100
Compute! Publications
324 W. Wendover Avenue
Suite 200
Greensljoro, NC 27408
(800) 346-6767
Computer System
Associates
7564 Trade Street
San Diego. CA 92121
(619)566-3911
Data East
470 Needles Drive
San Jose, CA 95112
(408) 285-7074
Digital Solutions
30 Vterthemi Court. Unit 2
Richmond Hill, Ontario
L4B1B9, Canada
(416)7318775
Electronic Arts
1820 Gateway Drive
San Mateo. CA 94404
(415)571-7171
Epyi, Inc.
600 Galveston Drive
Seflwood City. CA 94063
(415)365-0606
Firebird Software
71 North Franklin Turnpike
Waldwick, m 07463
(201)444-5700
Gold Disk
2171 Dunwin Drive. #13
Mississauga, Ontario
L5L 1X2, Canada
(416)828-0913
Hi Tecti Expressions. Inc.
1700 N.W, 65th Avenue
Suite 9
Plantation. FL 33313
(305)854-2318
Houglitan Mifflin
One Beacon Street
Boston. MA 02108
(637)725-5321
Infinity Software
1144 65lh Street. Suite C
Emeryville. CA 94608
(415)420-1551
Infocom
125 Cambricige Park Drive
Cambridge. MA 02140
(617)492-6000
Ketek
P.O. Box 203
Oakdale.lA 52319
(319)338-7123
KFS Software
P.O, Box 107
Largo, FL 33649-0107
(813) 584-2355
Konami
815MittelDrive
Wood Dale, IL 60191
(3121595-1443
Micro Aided Designs
1311 South Highland Ave,
#206
Fullerton,CA 92632
Microlllusions
P,0, Box 3475
1 74 08 Chatsworth Street
Canada Hills, CA 91344
(8181360-3715
Microlog
20270 Goldenrod Lane
Germanlown, MD 20874
(3011428-3227
Micron Technology, Inc,
Systems Group
2805 East Columbia
Boise. ID 83706
(800)642-756!
MicroPros*
180 Lakeffont Drive
Hunt Valley, MD 21030
(301)771-1151
Mimetics Corp,
P,0. Box 1550
Cupertino, CA 95014
(408)741-0117
Mindscape, Inc.
3444 Dundee Road
Northbrook. IL 60062
(312)480-7667
New Horizons Software
P.O, Box 43167
Austin, TX7S745
(512)329-6215
Origin Systems
136 Harvey Road
Building B
Londondeiry, NH 03053
(603) 644-3350
Passport Designs
625 Miramontes Street
Half Moon Bay. CA 94019
(415)726-0280
Progressive Peripfierals
& Software
464 Kalamath Street
Denver, CO 80204
(303)825-4144
Psygnosis Limited
Computer Software Service
2150 Executive Drive
Addison, IL 50101
(800)422-4912
SItareData
7400 West Detroit Street
Suite C170
Chardle/,AZ 85226
(602)961-7519
Sierra On-line
SieiraOn-Llne Building
P.O, Box 485
Coarsegold.CA 93614
(209)683-6858
Sonus
21430 Slrathern
Suite H
Canoga Park, CA 91304
(818)702-0992
Spinnaker
Ore Kendall Square
Cambridge, MA 02 139
15171494-1200
Strategic Simulations, Inc,
1046 North Reneslorff Ave
Mountain View, CA 94043
(415)964-1353
SubLogic
713 Edgebrook Drive
Champagne, IL 61820
(2171359-8482
Sunburst
39 Washington Avenue
PleasantvilTe. NY 10570
[914)769-5030
Swisscomp, Inc.
53l2-56itT Commerce Park
Tampa. FL 33610
18131628-0906
Timeworks, Inc.
444 Lake Cook Road
Deerfield. IL60015
13121948-9200
Trans Com, Inc.
703-13 Annoreno Drive
Addison. IL 60101
(3121543-9055
WordPerfect Corp.
288 West Center Street
Orem.UT 84057
(801)225-5000
Xetec, Inc.
2804 Arnold Road
Salina.KS 67401
(913)827-0685
SFteeGamesJ
Buy a Commodore 64" and get
over $100 of outrageous
Epyx" software-
absolutely free!
Details at participating Commodore 64 "dealers.
Games require disk drive and joystick, not included.
You Can Do More
With a Commodore 64 "
© 1987 Commodore Electronics Lid. Program titles are trademarks of Epyx, Inc.
Jumpman Jr.™
Pitstop M "
Super Cycle '
Summer Games'"
Winter Games'"
ft: connnnodore
COMMODORE M/CAZINE 81
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Find out what's new for your Commodore computer
from the inside source. Keep up with the latest in new
hardware and software through in-depth reviews. Get
practical home and business applications, along with
hints and tips firom the experts to help you get the most
from your Commodore computer.
Plus, in every issue, you'll receive free programs —
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COMMODORE 64 and AMIGA
Commodore Magazine is sponsoring our third Graphics Contest. This year we have added an
Amiga category for aspiring Amiga artists out there, in addition to the Commodore 64 category.
Winners will receive a cash prize and the winning graphics screens will be published in the
June, 1988 issue of Commodore Magazine.
Commodore 64 Category Prizes
Grand Award: $500 and Publication in Commodore Magazine
Five Runners Up: $100 and Publication in Commodore Magazine
Honorable Mention: Publication in Commodore Magazine
Amiga Category Prizes
Grand Award; $500 and Publication in Commodore Magazine
Five Runners Up: $100 and Publication in Commodore Magazine
Honorable Mention: Publication in Commodore Magazine
GRAPHICS CONTEST RULES
1. This conlesi is strictly lor amateur artists. Anyone who derives more than 1 0% of Iheir annual Income Irom Ihe sale of original
artwork is ineligible.
2. Employees of Commodore Magazine, Inc., Commodore Business Machines. Inc., Commodore Electronics Ltd., Commodore
International Lid,. Iheir advertising and promotional agencies and their immediate families are not eligible to enter this contest.
3. Each entry must be wholly the product of the developer m whose name Ihe entry has been submitted. Copyhghted images are
not eligible. This includes record album covers, movie figures, famous paintings and cartoon characters. Outside assistance is
expressly prohibited and will provide cause for disqualification.
4. A maximum of two screens per person is allowed. You may submit either two screens lor one computer or one screen for each
computer. If a contestant submits more Ihan two screens lor consideration, all of that person's entries will be invalidated.
5. All entries must be submitted on disk, 1541 format for the Commodore 64 and 3.5-inch formal for the Amiga, with the following
martted clearly on the disk's label:
a. Contestant's name, address and phone number
b. Picture title(sl
c. Graphics package or programming aid used to
create the graphics
d. The words 'GRAPHICS CONTEST"
A photo of Ihe screen display or a printed copy of the screen does not constitute an acceptable entry.
6. Mail entries before January 31 , 1988 to Commodore Magazine. 1200 Wilson Drive, West Chester. PA 19380, ATTN:
GRAPHICS CONTEST.
GENERAL CONDITIONS
> Graphic screens are judged on originality, creativity and best use of the computer's unique graphics features.
> Entries will be judged by the staff of Commodore Magazine.
> Make sure your mailer will protect your disk from damage. Affix sufficient lirst-class postage. Mail your disk and the official entry
Blank to the address shown above in time to reach us by the January 31 . 1988 deadline.
> Entries become the property of Commodore Magazine, which resen/es the right to adapt, use or publish all entries received. No
disks will be returned, so be sure to make a copy of your entry before you submit it to Ihe contest.
> Non-winning entries will not be acknowledged. Winners will be notified by February 28, 1988, Taxes on cash prizes are the
winners' responsibilities.
PLEASE PRINT
NAME
ADDRESS
CITY
AGE
.PHONE
. STATE .
.ZIP.
.SIGNATURE
PARENTS SIGNATURE (IF CONTESTANT IS UNDER 18)
PICTURE TITLE #1
. COMPUTER -
GRAPHICS PACKAGE OR PROGRAMMING AID USED
PICTURE TITLE #2
.COMPUTER.
GRAPHICS PACKAGE OR PROGRAMMING AID USED
DEADLINE FOR ENTRY: JANUARY 31, 1988. MAXIMUM 2 SCREENS PER CONTESTANT.
LHtle
Names
Behind
the Big
Names
by Gary V. Fields
Here's a quick quiz. Who wrote these
four successful books: The Hobbit,
The Once and Future King, The Thorn
Birds and The Road? Chances are you
knew most, but for those who didn't, the
authors in order are: J.R.R. Tblkien, T.H.
White, Colleen McCullough and John
Ehle.
Now let's take the same quiz with soft-
ware. Who wrote these fom- successful pro-
grams: BobsTerm Pro 128, The Bard's
Tale, Gridiron! and Championship Golf?
If you answei«d Bob Lentini, Michael
Cranford, Edward Fletcher and co-au-
thors Jerry Shurman and Hemy Perkins
your awaiieness is exceptional. I would be
surprised if more than a few scored lOO'/r
on the second quiz. Instead of the pro-
gram's author, it is usually the soflwai-e
publisher's name we associate with a title.
Contrary to what software pu*ates want
you to believe, software does not just ap-
pear; it isn't birthed through spontaneous
generation nor created by super comput-
ers. Each title is developed slowly, loving-
ly and laboriously by sleepy-eyed pro-
grammers. Many wilHngly risk yeare of
their lives and even their futm^es on pm-
ject ideas they believe strongly in.
Like most successful authors through
the ages, the efforts of a would-be profes-
sional programmer are not always as
quickly acknowledged as he/she would
prefer. As a result, most must endure
some lean, hungry, even penny-pinching
times waiting for theii- chance to be pub-
lished. Thankfldly, for each of the guys I
talked with, those lean yeai"s appear
to be behind them, lb a man they
began on their individual road to
professional programming just Hke
the rest of us computer owners —
they had an unquenchable enthusi-
asm for computers and recognized the
possibilities they possess. Each began
his career with a different background, at
a different age and ultimately achieved a
different position in the industry. But they
are all doing exactly what they want to do,
all are successful and each has been fman-
dally rewarded for his contiibutions.
The best way to learn their story is fmm
their own words. If you have any ambi-
tions to program professionally, heed well
their words, and perhaps you can avoid
some of the pitfalls they had to endure. If
you are a user of software rather than a
doer, you'll probably come away with an
elevated appi-eciation for the effoits and
hours put into the programs you enjoy.
Brian Fargo is a 24-yeai--old program-
mer turned business owner. He is presi-
dent of Inteiplay Productions, a Cahfor-
nia-based software company which em-
ploys a staff of equally young computer
specialists like Jeny Shurman, Hemy
Perkins and Michael Cranford. In a four-
year period they have developed nearly 60
software titles which are distributed by
large publishing companies like Activi-
sion and Electronic Aits. Fai-go giiew up
with a computer His company is best
known for gi-aphic adventures and sports
simulations.
Edward Fletcher, though three years
older than Fargo, has been programming
professionally for only two year's. He is the
co-founder of Bethesda Soflworks in
Maryland and the author of Gric^tron/, the
yet-to-be-topped football simulation for
the Amiga. Fletcher became involved in
computers while in college. His interests
are in the entertainment and simulation
fields of programming.
At age 37, Bob Lentini would be consid-
ered the dean of the group. His intiwiuc-
tion to computers was quite different than
most. He gave up a good pajnng job travel-
ing the country, rubbing elbows with the
top performing singers of the time to ex-
plore computers. In a very real way, he
was di-awn to computer programming
both out of curiosity and for relief from
boi"edom. Before his fii-st successful effort,
Bobs Term Pro, he paid the bitter, hungry
dues of an artist seeking to be discovered.
Lentini still lives in Las Vegas, but com-
mutes to the east coast regulai'ly to write
for a company which has not only given
him the freedom he needs to be creative,
but also the financial rewards a true artist
deserves. He has concentrated on develop-
ing productivity software.
Each progi*ammer insists he doesn't
view programming as a job, but instead a
labor of love. All admit they wrestled with
times of frustration when coding obstacles
slowed them and each has resented the ir-
ritations of having to contend with the de-
mands of the business side of marketing
and selling their products. But each was
dravm to the profession not in quest of fi-
nancial rewaj-ds, but simply because he
loved computers and the pleasures of
working with them. Here are then- stories:
How and why did i/ou get involved wUh
mniputeis?
Brian Fargo: "I was still in high school
when my father brought home the first
computer And as you can guess, I fell in
love. I became a computer junkie. I'd wake
up in the morning and sit at the thing un-
til after midnight. All I know about them
is self-taught. I bought every book I could
find about computers and simply put
84 DECEMBER 1987
iH
"1 like to see a project
through from beginning to
end. . .that's a full year of
16-hour days just eating,
breathing, living and
sleeping that project."
hours and hours of hands-on experience
into it. That's how I learned nvy craft. I'm
24, and working on computers is all Fve
ever done. I worked in a ComputerLand
store helping repair computers. While do-
ing that I started a software company
called Sabre Software where I did every-
thing —programmed, manufactured,
drew the artwork and distributed the soft-
ware. So computers have been my life."
Edwiird Fletcher: 'Tve been interested in
electronics since the early '70's so I decid-
ed to go to engineering school to become
an electrical engineer While in school, I
took a FOEfTRAN course which was re-
quired of all engineers. I loved it. Later, I
moved in with a ixwmmate who had one of
the early self-built personal computers
and I taught myself BASIC. I started writ-
ing simple games using that computer. In
1980, my sister and I split the expense of
buying a computer so I had one close by
on which I could practice BASIC. I contin-
ued writing simple adventure games.
"These early experiences began my
dream to create a game of marketable
quality. While still in school I worked with
a company which designed digital equip-
ment, and I continued with them after I
graduated. But I've only been program-
ming professionally about two years. Un-
til then I had primarily been writing de-
bugging utilities for the digital hardware I
was developing — nothing very serious."
Bob Lentini: "I was an audio engineer be-
fore I got interested in computers. I
worked with some of the major stars like
Paul Anka, Tbny Orlando, Diana Ross
and people like that. That kind of job re-
quires that you spend many days in ho-
tels, buses, etc. That was fine when I was
20, but I'm 37 now, and I know there is
more to life than sitting in a motel room. I
became veiy disillusioned with my posi-
tion in the audio industry. I began looking
for something else to occupy my time. The
Sincliar ZX81 hit the market, the little
computer ftxim England. The si2e and
price was right so I picked one up just to
occupy my time. The needle was in. In two
weeks of playing with that little computer
I was hooked.
"I expanded it to 64K and carried that
computer around in a briefcase and
learned and learned and learned. After
two weeks of programming with BASIC, I
realized that BASIC wasn't the answer.
On that computer it was notoriously slow
mainly because of the way it handled the
\ideo. That forced me into Z80 machine
lai^age. Within months I was doing
some pretty decent Z80 routines with that
machine. So I was totally self-taught. I
just bought some books, got into the thing
and went at it. I was forced by that com-
puter to learn machine language.
"I continued on the i-oad for another
year, practicing on my computer in be-
tween working my audio job. You have to
understand that I was making a vety good
li\ing as an audio engineer. I was one of
the top paid engineers out there. When I
came to the decision to quit that job to be-
come a full-time programmer it was veiy
difficult. But I had a love for computer
programming and I saw a lot more poten-
tial in that than going from hotel to hotel
and pushing buttons for the stars."
Tell us how you became a professional
programmer and what you are doing now.
Brian Fargo: "I really don't program any-
more. I'm really sort of a director here at
hiterplay. We have a graphic artist here, a
guy who is an expert with sound, we have
a programmer who is the main guy. We
have a designer who adds the real meat to
our products. The programmer provides
the skeleton of the product, so to speak,
and the designer fills it out We have writ-
ers because we need weU-vmtten text for
our games. I sort of collaborate all of these
individual talents into the final product.
Interplay is my company so I get to do the
more mundane things required to run a
company, but 80% of my time is spent cre-
ating software. My background in soft-
ware makes my job a lot easier. The com-
pany has been around for nearly four
years and everyone here is under 30."
Edward Fletcher: "A friend, Chris
Weaver and I formed a company called
Bethesda Softworks. The plan was to de-
sign a game for the Amiga. We concen-
trated on keeping the overhead as low as
possible. I did some consulting and con-
tracting work for some engineering com-
panies in the area to keep us alive and
money flowing into the company. When I
could find time, I was working on Grid-
iron! as much as possible. I did the major-
ity of the game in an intense six-month
period. Although programming is my pri-
mary job, I do spend paii of my time work-
"I can't punch in at nine in
the morning and quit at five
and be creative just during
those hours."
ing on hardware. And I like that. Being
able to switch between the two keeps me
from getting into a rut. So far our only
program for the Amiga is Gridiron! which
is selling pretty well. We are now porting
it over to other systems. About 80 to 90
percent of the program is written in Lat-
tice C and the real critical timing stuff
was done in assembly language."
Bob Lentini: 'Tm a programmer. I live in
Las Vegas and work for a company on the
east coast. I'm using company-supplied
equipment that is incredible — hard disk,
etc. Tm no longer programming on the
Commodore line of computers although it
Continued on pg. U8
86 DECEMBER 1987
Micron's Amiga Series:
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America's Memory Supplier
Affordable
Memory Expansion
from a Company
You can Trust
^M Full 30-day Money Back Guarantee ji|
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''^ Commodore/Amiga computer store or phone toll-free:
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■ Memory Card is Interchangeable
on Amiga 2000/1000*7500*
■ 2 Megabytes
■ Quick Memory Diagnostics on
Power-up
■ 0 Wait-States
■ Discrete DRAM Controller
■ Hardware Refresh
■ Diagnostics Included
■ Recoverable RAM Disk
■ Auto Configuring (Amiga DOS 1.2)
'Expansion Chassis and Passthiough Provided
Amiga is a trademark of Commodore Electronics Ltd.
MICRON
I TECHNOLOGY, INC.
America's Memory Supplier
Systems Group
2805 E. Columbia • Boise, 10 83706 • (208) 386-3800
AMIGA UPDATE"
^ <£ ^..l ^
by Graham Kinsey
Amiga Public
Domain
Update
This month the number of new Amiga
Public Domain programs are much
fewer than last month, but there are still
some good ones. Not including the new
graphics demos, the best program this
month is Journal, which allows you to re-
cord and play back almost any Amiga ses- ;
sion.
Before we get to reviewing this month's
programs, I would like to inform all
Amiga users who have obtained Fish
disks 80 and 88 that Fred Fish has re-
called these disks. Fred has found that
these two disks accidentally included co-
pyrighted commercial programs that
should not have appeared on any public
domain disk. Fred asks all Amiga users
who have these disks to destroy their data
contents by re-formatting these disks.
Fred has stated that all public domain
programs that appeared on these two
disks will reappear again on new Fish
disks.
I have reviewed three PD programs
from Fish Disk 88, noting that these pro-
grams were formerly on Fish Disk 88,
since that disk should no longer exist in
any Amiga user's public domain library.
Each program reviewed lists the author,
whether that PD program is available on
the Fish or AMICUS series and the num-
ber of each series. When a public domain
program has been classified as shareware,
this is also mentioned, with the suggested
amount.
Keylock: by Andry Rachmat (Fish 81)
If you have children, pets, or other peo-
ple who like to bang on your keyboard
while you're away, here's a little program
that will prevent aa^ss to your Amiga by
unauthorized users. Keylock will lock the
keyboard and the mouse until you tjTK in
a password. Unfortunately, the only way
to change the default password, "pass-
word", is to edit the program itself with a
binary file editor.
Scat: by Stephen Pietrowicz (Fish 81 )
Another graphics display hack, Scat is
a variant of Leo Schwab's Ing progi-am.
Scat effectively ^ves your pointer bad
breath:
a mam> Ht Mttetv nOMr.
(«ESSy) Gee... Oats sfHt.EMj! „ , , .. ,
(SPKUD eMj, i send postswift to » »»x, tlien, »ttiOTiet->iwletaft mi Iken to
? P»iM IV asking ktit Alt is it?
{«m I) 9 laj^m rt tktn Irrit uwn 4iur rise phkk tint jn hu.
wm Did MHMM iskMia dnni* m franrps? to m I joxtjposiw lines iff*
dm W3t) Birectopits, jes, tat tlit winwy tilt s»stm is "fUt'..,
WEGGy) ly* treantiM... km a gM« one!
Rocket: by Peter da Silva (Fish 82)
If you ever get bored while using your
Amiga (if such a thing could happen),
here's a little game that will fit nicely on
the Workbench or CLI sci-een. The object
here is to land a tiny spaceship on top of
one title bar, but under another closely
placed title bar. The cursor keys are used
for propulsion control. You can move the
location of the title bars, to make the
game as e£isy or as hard as you want.
I Adventure: by David Piatt, Ken Wellsch,
and Dave Haynie iFish 82 1
Here is the text adventure game that
started it all. Adventure. This is an ex-
panded version of the original. This Ad-
i venture will speak as well as print infor-
mation. This program has the odd feature
that it will run on a 256K Amiga (does
■ anybody still have such a beast?).
Viacom: by Leo Schwab (Fish 82)
Here's another display hack by the mas-
ter himself, Leo "Bols Ewhac" Schwab.
This hack is a political statement about
Viacom, a cable TV sei*vice in the San
Francisco area.
Hide: by Francois Rouaix (Fish 85)
If you have extended memory and want
to run nasty programs that don't differen-
tiate between FAST and CHIP memory.
Hide will force all programs to allocate
CHIP memorj' only.
Imagetools: by Stephen Vermeulen
(Fish 85; Shareware: $201
Here are a set of tools (supplied as sev-
eral separate programs) for manipulation
' of IFF pictures and icons. Among these
tools are programs that perform histo-
grams, converting icons to IFF brushes,
re-colorizing an IFF picture with a new
I palette (for a second pictui«), shrinking a
picture, and comparing to different color
palettes.
LowMem: bv Perry Kivolowitz and
ASDG Inc. (Fish 85)
LowMem is a low memor}' ser\'er. If
LowMem finds out that a program is un-
able to obtain required memory (an Alloc-
Mem call fails), LowMem will send a mes-
sage to all programs that are currently
running to give up any memory that they
really don't need. Programs that are writ-
ten protierly will then give up any non-es-
sential allocated memory to the system
memory pool.
AutoPoint: by Jude Katsch (Fish 86)
AutoPoint is a nice utility program that
serves two purposes. The first is that Au-
toPoint, like SunMouse, alters the mouse
pointer so that whatever window the
pointer is currently within is the active
window. But unlike SunMouse, AutoPoint
will also automatically bring that window
to the front of the screen as soon as you
move the pointer on top of it, AutoPoint's
other pui"pose is to act as a screen-saver.
Unlike most screen-saver programs, Au-
toPoint's blank screen isn't totally blank,
for the Amiga checkmark symbol will ap-
pear and move around the screen.
ClickToFront: by Bryce Nesbitt (Pish 86)
This program adds one new function to
the Amiga mouse. If you double-click on
any window, that window is brought to the
fix)nt of the screen.
MemWatch: by John Tbebes (Fish 87)
If you are a programmer, MemWatch
can help you in debugging. If MemWatch
detects that a program that is running is
attempting to write to the lowest 100
bytes of memory in the Amiga system
memoiy map, it will inform you of this
fact. You then have the option of allowing
Contin la'd on ;ig. 90
88 DECEMBER 1987
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^
Amiga Update/Amiga Public Domain Update
Continued from pg. 8S
this to happen or allowing MemWatch to
prevent the write from potentially trash-
ing low memory.
MovePointer and MoveW'indow;
by"CEWY"(Fish87i
Here are t\vo little utilities that allow
CLI useiB to simuiate mouse movements
from the keyboard. MovePointer lets you
move the mouse pointer to any area of the
screen. MoveWindow allows you to drag
and resize any Intuition window.
PalTest: by Chiisof BonnkiiTh (Fish 87)
Fyou want to make sure that the pro-
gram you ai"e miting will work coiTectly
on Amigas outside the U.S. using PAL
displays (as opposed to NTSC), here is a
program that can tell youi' progi^am which
television standai'd the user is running
imder. Pallfest will also tell yom- progi-am
if the user has a Genlock hooked up to
their Amiga.
WarpText: by Bill Kelly (Fish 87)
For programmei-s who want to speed up
text display in their programs, here is a
routine that can be added into you pro-
gram. The author claims that Wai-pTfext
can display text at 13,500 characters per
second.
DirMaster: by Greg Peters
(foi-merly on Fish 88; Sharewai-e: $25)
DirMaster is a disk cataloging program.
DirMaster will display disks, directories,
individual files, or all thi-ee. Many of the
sorting and other options in this program
are ghosted, forcing you to send in the
shareware check.
FuncKey: by Anson Mah
(formerly on Fish 88; Shareware: $5)
Here is a simple yet versatile macro edi-
tor. Unlike most programs that employ
macros, which only allow for a nonna! set
The Amiga Conference
The ability to talk to many people from
all over the country and beyond, simulta-
neously via on-line conferencing is a popu-
lar pastime and a common occurrence on
on-line sendees. But when you're using an
Amiga for teleconferencing, it seems a
shame to waste the gi'aphics power of the
Amiga, when it could be used to enhance
a teleconference. Fortunately, the Amiga's
impressive graphics need no longer lie
dormant while you're chatting with other
people. PeopleLink's Amiga Zone is now
running The Amiga Conference (AGO for
short), which was written by one of the
and a shifted set, FuncKey also allows you
to have sets that ai*e activated by the ALT
key, and sets for each of the two Amiga
keys. All macros can be saved as a file,
with or without an icon associated with
the macro file. FuncKey can be moved to
the backg]x)und and called up at any time.
ScreenShift: by Anson Mah
(foiTnerly on Fish 88)
This program is almost identical to
ScnSize, which allows you to instantly re-
position the Amiga display on yom- moni-
tor. The big difference is that ScreenShift
displays a window and gadget just Uke the
window and gadget in the Preferences pro-
gi-am that ai-e supplied for screen i-e-posi-
tioning.
Journal: by David Cen'one
Journal is a unique and potentially
very important program. Journal allows
you to recoi"d any Amiga session and then
play it back later. Not only will Journal
record all nonnal keyboai-d character in-
put, but it also records when a special key
is pressed, like SHIFT, ALT. ESC, or ei-
ther of the Amiga keys. Jouma! will also
recoi-d all mouse input, both mouse move-
ment and button presses. Recoi-ded ses-
sion files can become quite large, so be
cai^fiil about where the Journal file is be-
ing saved to. At the moment. Journal mil
not record input fixim the second game
port, nor from the serial or pai'allel ports.
Journal could have a wide range of uses
for demos, tutorial sessions, and progi-am
bug reporting, for example.
El Gato: by Ke\in Sullivan
Here is a stunning animation demo. El
Gato was done by the common gi'aphics
technique of page flipping. But what isn't
common at all is that E! Gato is made up
of over 70 different IFF pictures. These
pictm-es, when uncompressed, took up
over 800K of data. By storing the entire
j
i Zone's assistant conference chairman,
I Steve Pietix)wi(3 (ID: CBM*STEVE).
j When you first boot up AGO you will
see the screen for the Communicator
vei-sion 1.34, the gi-eat public domain ter-
minal program by Dan (DJ) James. (I re-
viewed version 1.32 in the July install-
ment of my Amiga Public Domain column
here in Commodore Magazine, hnprove-
ments in vereion 1.34 of the Communica-
tor include an improved file iiequester,
plus the option to pull down the Commu-
nicator screen.) The Communicator is
used as the base program for ACQ. There-
fore you don't need another terminal pro-
gram when you're not in conference while
demo in the new IFF foi-m ANIM, El Gato
was compressed down to about half its
original size. The result of all this is a
view of a cat walking, while contained in a
frame that is constantly rotating. The ro-
tation gives a great 3D effect. Although El
Gato's colors aren't ver\' impressive, the
net animation result certainly is among
the best of any Amiga demo I have ever
seen (easily surpassing Juggler on anima-
tion). If you see the file on a BBS or on-
line service, beware that the ai-chived file
takes up a huge 330K of data.
Probe:
Here is a long graphics demo of The Di-
rector, an animation package for the
Amiga. This demo is based on a TV show
about searching for extra-terrestrial life.
Although this demo doesn't boggle your
eyes like the Juggler and El Gato, it runs
for over sbc minutes. The net presentation
is very nice and is worth seeing. If you
thought El Gato was lai'ge. Probe's data
files are broken up into three parts, and
the total size is over 550K. Since Probe
takes up almost a fiill disk, the files were
first combined with the program Tracker,
which reads data as entire tracks. You
must have Tracker in oi"der to be able to
put together the Probe demo.
Next month expect more of the best in
new Amiga public domain programs. Of
com-se, there will also be many other new
programs that are fresh off the Amiga bul-
letin boards and on-line services in next
month's column. As always, I can be
reached in the Amiga Zone on PeopleLink
(ID: G KINSEY), or on the IDCMP BBS
(617-769-8444, 8pm-8am). If you have
written a public domain/shareware user-
supported program or have obtained one
that you think is worth mentioning to all
Amiga ownere, then please attempt to
contact me. See you next month. g
running AGO. Select the AGO menu op-
tion from the Communicator's menu. Tlie
AGO screen will then appear with two
rows of empty chairs on the top and bot-
tom and a big gap in the middle. The gap
in the middle of the AGO screen is used
for text display, so that you can still see
what people are saying. There is also a
two-line section just below the area for
text that allows you to see what you are
typing, before it is sent.
When you enter an ongoing conference,
the chairs will be filled up with the atten-
dees' "faces." When you look at the ACQ
menu set, you'll see face commands. If you
Continued on pg. 92
90 DECEMBER 1987
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Amiga Update/Amiga Public Domain Update
Continued from pg. 90
select one, a face will also show up for you,
with your PeopleLink ID underneath!
AGO has five built-in faces. Each one has
a different expression, so you can change
your expression to fit your mood. There
are also different sets of built-in faces for
each gender
AGO also allows you to design custom
faces with any Amiga paint program or
FaceEd, the supplied painting program
expressly made for designing custom faces
for AGO. AGO faces can have up to 16 col-
ore and are shown in the Amiga's medium
resolution, 640X200 pixels. The display
capabilities in the ACO's graphics mode
allow you to design some pretty impres-
sive faces, even though the faces them-
selves are small (50X25 pixels).
When you are done designing your cus-
tom faces, you then upload them to the
Amiga Zone on PeopleLink. When youi-
faces are added to the latest installment of
the AGO face libraiy, you will be able to
use them the next time you use AGO.
Many of these ai"e rather creative. There
are faces depicting cartoon characters, de-
mons, wizards, clowns, aliens, flags, and
even sayings and abstract paintings! I
have even seen a couple of users perfoim
simple animation with their custom faces,
by designing two or more faces as fi-ames,
and flipping through each frame.
There is more to AGO than just faces.
One cute feature is the Boing option. If
you select this menu option, you will send
a little red and white you-know-what to
everyone else in the confei'ence. If you
don't want to be distracted by these ob-
jects, use the Disable Boing option, which
will prevent Boing commands being sent
by others from distracting you. There is
also a Gleai" Face command, which v\il!
wipe out all AGO faces cun-ently filling
the chains. There are also a couple of use-
ful PeopleLink commands that are avail-
able as options, including a command to
show the current time and to show you
which people are currently in conference.
There is also a handy option from within
the Communicator portion of AGO. If you
decide you don't want to use AGO, and
just paiticipate in conference noi-mally,
you can turn on the Mask Gommands op-
tion from the Gommunicator screen. This
will filter all the special AGO commands
other people are using from showing up on
your screen.
I talked to Steve Pietrowicz about
what's in AGO's future. Steve told me the
next major addition to AGO will be audio
capabilities. Steve will add speech capa-
bilities, and he might even add digitized
sound capabilities. Steve is also contem-
plating adding more graphical shapes be-
sides the Boing ball for people to bounce
all over each others' screens. He also plans
to add a "least/most recently used" algo-
rithm that will remove faces of people who
lefl the conference, so that they won't be
occupying chaii-s on your sci*een if they
aren't actually in conference any more.
Steve is considering allowing people to
have more than five custom faces at a
time, although this will depend largely on
just how big the AGO face libraries be-
come (The fii-st edition of the AGO library
contained over 150 different custom faces.
and I won't be surprised if this grows to at
least 700 faces by December) Steve told
me that the AGO face libraries will be
broken up into parte w-hen there are a lot
effaces in the library (since downloading
a 300K archived file can be a real pain).
He also said that you can even keep the
AGO face libraiy pieces in different places
(for example, keep one or two pieces in
RAM for fast access, and the rest on disk).
Steve plans to allow PeopleLink ED's that
will be used by more than one person (like
coiporate ID's) to have more than one set
of custom faces.
Currently AGO will not appear as part
of any Amiga commercial terminal pro-
gi-am. This will allow Steve to retain total
control of the quality of AGO, without
worrying about when some thii-d paity
will get around to updating their terminal
program so that the latest AGO routines
can be added. Steve will also be adding a
Record'Playback option, which will allow
you to record an AGO session, and then
let you dazzle your friends again with
youi- Amiga.
AGO is a fun and entertaining pro-
gram, bringing the Amiga's graphics pow-
er to the often mundane world of on-line
conferencing. And PeopleLink's low rate
of $4.95 («: 1200 baud allows you to enjoy
yourself instead of wonying about the bill,
And don't forget that the AmigaZone's
main conference on Sunday night aver-
ages in attendance from fifty to over
eighty people at once, which will give you
plenty of people to talk to and faces to see!
Once you tiy an AGO conference, I'm sure
you'll never want to leave. Q
Tips & Tricks/Amiga
j Continued from pg. 18
Single Drive Copy Solution
For those who may still be operating with the single internal
Amiga disk diive, here's something that cuts down on the num-
ber of disk swaps during a file copy. Since the Amiga reads in
512 bytes, then makes you swap disks to wiite that same 512
bytes back out, I find it simpler to copy the original file to RAM:
then swap disks and cop}' the file hnm FLAM: to the new disk.
This works in both the Workbench and GLI en\ircnmenLs and
cuts the number of disk swaps to ONE!
Brian Justis
Cleveland, OH
AddBuffer Woes (or the Case of the Earlv Disk
Eject)
Since acquiring my first major chunk of RAM expansion, I've
started setting up huge (50 block i buffere for m\' floppy diives
v\ith the AddBuffers command. Usually, this gives me an in-
creased throughput while operating from a floppy environment.
Recently, however, I've seen how an overly generous buffer size
can cause severe headaches. In an attempt to ensure the stabil-
it>' of mj' work, I have started writing my articles out onto Wop-
pies instead of my hard drive due to hai^dware problems. Once
during my last AmigaBASIG tutorial session (I wiite them with
an editor), I was storing the file, and when the drive light went
out I ejected the disk. Well, I was quite suiprised when the drive
light flickered back to life while I held the disk in my hand just
outside of the drive opening. I w^aited until the light went out
and reinserted the disk. It wasn't long before I was greeted with
the infamous "ERROR VALIDATING AKTICLES" requester 1
went through the standard sequence and used DiskDoctor to try
and recover it, only to find that my tutorial was historj'! It seems
with buffers that large, the data only gets written out as the
buffer area fills. I assume that the final segment of my file was a
bit shy of the buffer size, so the system waited until it was sure
that all of the WRlTEs had been performed before sending that
last segment to the disk. Being the impatient person that I am, I
saw the light go out and removed the disk. The rest is an embar-
rassment that I hope you'll never have to live through. The mor-
al: "Be sure the light is out. If you're not, wait a minute!"
Tim Jones
Deltona. FL m
92 DECEIVIBER 1987
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AMIGA UPDATE"
AmigaBASIC Tutorial
Sounds
A short program demonstrates difficult areas of
AmigaBASIC, offering both tips on confusing areas and
tricks to make your life easier. Rather than an article
followed by a program, we have combined them for the
sake of clarity.
* This time around, we're going to take <i look at the
* functions and coram.inds associated with making SOUNDS from
' AmigaBASIC. We will not be looking at Speech, just ways to
' get tunes and other nusical-type sounds. This installment
* relies heavily on information imparted (hopefully) in
' previous installnienta . It also requires that you have the
' files "graph ica.bmap* and "intuition.bmap" in the Libs:
' directory of your boot disk {or your current working
' directory) .
' First, let's get some of the tedious things out of the way.
' If you will be using any of the SUB routines included here,
* you will need the MM statements, at least, in your program.
Startup:
CLS
DBFIHT A-Z
' Set up the Waveform arrays
DIM SineWave(2S5),SqWave(25S) ,STDothf 255) ,Tri (25S)
' Set up the S'oto definition Arr.^ys
DIM C(B) ,CS (8),D(8| ,03 (81 ,Et8) ,F(a) ,FS(B)
DIM G(B),GS(B),AI8I,BF(8),B(8)
Tune = 1 ' nc'f^iult tt; Tune 1
MBFRSY "graphics. library"
I.IBBAHY "intuition. library"
' These are calls to the SUB routines that have been built for
' this program. i used this format to demonstrate how much
' neater a program can be made through the use of SUB routine
' modules tot the bulk of the functions involved, Mso, it
* makes it easier for you folks {the ro.idets) to use the
' routines without trying to rewrite the entire program - just
' take the SUR you need, pass the appropriate information and
■ run! Most of them don't require that parameters bo passed
' when yoj call them. changeTitle, on the other hand,
' requires that you pass the new string to be displayed.
Displaylnit
TitAdd$ = "Initializing WaveForms"
ChangeTitle TitAddS
' This call could have also been madi? as;
CALL ChangeTitle ITitAddS)
' The only difference being that the CALL requires Parenthesis
* while just using the SUB name doesn't even like them.
Sound Init
TitAddS = "Initializing Menus"
ChangeTitle TitAddS
Henulnit
TltAdd$ = "Defining Notes"
ChangeTitle TitAdd$
Notelnit
TitAddS = "Heady!"
ChangeTitle TitAddS
Glitter
Main:
' This is where we sit until a MKNU event occurs. fly using
' SLEEP, our program is well behaved and doesn't hog the
' processor while waiting for an event.
WHILE -1
ON MENU GOSUB HandleHenu : MENU ON
SLEEP
NEND
HandleMenu:
' Refer to installment *2 for more inf oc^nat ion on MENU
' commands and structures.
MenuNum = MENU(B) : Henultem ■ MENU(l)
IF MenuKum = 1 AMD Menultem = 2 THEN
Cleanup
ELSEIF MenuNum « 1 AND Kenulten ■ 1 THEN
IF Tune - 1 THEN CALL StarTtek
IF Tune » 2 THEN CALL Glitter
S inq le
Hulti
2 TllBN
ELSEIF MenuNum - 2 THEN
CheckSelect
ELSEIF MenuNum = 3 THEN
IF Menultem = 1 THEN
Tune = 1
REM SIGNORE ON
MENU 3,B, I, "Voices"
REM SIGNORE OFF
MENU 3,1,2,"
MENU 3,2,1,"
ELSEIF Menultem "
Tune - 2
REM SIGNOHE ON
MENU J, B,l, "Voices"
REM SIGNORE OFF
MENU 3,1,1," Single
MENU 3,2,2," Multi
END IF
END IF
RETURN
' Cleanup simply closes down our custom screen and window,
' returns the BASIC output window, closes the libraries and
' resets the original menus. The RE>i statements are included
' for those of you that may bo using the AbSoft AC/BASIC
' compiler.
SUB cleanup STATIC
WINDOW CLOSE 1 : SCREEN CLOSE 2
LIBRASy CLOSE
REM SIGNORE QN
WINDOW 1," BASIC", (fl.fl)- (617, 186), 31,-1
MENU RESET
REM SIGNORE OFF
END
END SUB
SUB Displaylnit STATIC
SHARED Rp&,Wp^, Titles
' We set our display parameters here. We will use 2 variables
' specifically for the sake of changing the title of our
' window to inform the user as to what is going on - Titles
' and TitAddS. The screen is a 6^0 X 200 screen, 4 bitplanes
• deep allowing the use of 16 colors. The variables Rp& and
' Wp& are used by the graphics and intuition calls we will be
' making, therefore they must be listed as SHARED [along with
* Titles). TitAddS isn't SHARED because we pass it directly
' to the Sltn when we call it and we declare it in the SUB'S
' naffle .
Titles ■ "Sound's Great 1 AmigaBASIC SOUND Tutorial "
TitAddS = " Initializing Display"
SCREEN 2,643,200,4,2
WINDOW 1, Titles + TitAddS, (e,a)-(631,lB6) ,a,2
Bpl = WINDOWtS) : Wpi = WIND0W(7)
PALETTE 8,0, e, a ' I Like black screens'
PALETTE 1,.5,.5,.5 ' Grey tor the default text
COLOR 7
I am using Hove& and Draw* from the graph ic9 . 1 ibrary to
demonstrate the difference between them and the LINE
function. The ."jYHTAl! for Hovei is:
Movei Rp6,X,Y
Where Rp& is the Rastport address (WIND0W(8]) of out window
and X and V are the x and y pixel coordinates that we wish to
move to. (These are just to put something more on the screen,
you CAn leave them out if you like.)
FOR xl. - 153 TO 165 STEP J
Movelk Rpt,0,x&
Drawb Rp&,64fl,x&
NEXT ti
LINE l4B,lB|-(3a5,7a) ,S,B
LINE(4fl,44|-(305,44) ,5
LINE(4e,e0)-(4a,83l ,7
LINE(305,e0)-(385,B3) ,7
COLOR 13
By using Hove& here, we can place the text anywhere we
want on the screen, .Just remember that the pixel that you
Easier than PolyDrawfc
Conliitui'don pg. 96
94 DECEMBER 1987
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Amiga Update/AmigaBASIG Tutorial
Continued from pg. 94
' MOVE to is the lower left cocnec of your Eicst letter, it
' you want more speed, you could use texts to place your
' message rather than PRINT.
' The SVNTAX for Testi is:
' Texts Rpi , Painter (Length
' Where RpS is the Bastport address, pointer is the address o£
' ojr text string and length in the number oE characters in
' the text. Note that Textfi does not requite that the text be
' terminated with a NULL character since we are telling it how
' many characters.
Moves Rpi,5,13 : PRINT "+127"
Moves Rps,27,47 : PRINT "B"
Moves Rps,5,81 : PRINT "-128"
Moves RpS,36,91 : PRIKT "fl"
Moves Rp4,293,91 : PRINT "255"
COLOR 3
Moves Rps,115,8g
LINE:(44,96)-(28e,143),ie,BF
LINE {5», 93)- 1295,140) ,3, BP
COLOR 18,3
Moves Rp6,99,ia4
Texts RpS,SADD("f(oriz Scale is 1:1"), IB
Moves Rps,87,112
Texts Rps,SADD ("Vertical Scale is 4:1"! ,21
Moves RpS, 83,126
Texts RpS,SaDD ("Use Menus for Waveform"! , 22
Moves RpS, 131, 134
RpS,SADD ("Selection") ,9
10,1!
PRINT "WavefotRi Graph"
Texts
COLOR
END SUS
SUB Soundlnit STATIC
SHARED SineWaved ,SqWave(l ,STooth() ,Tci() ,RpS
We have Dlf^M a set of arrays for jse in defining our
waveforms (the WAVE function). We must declare them as
SHARED so that ALL of our SUB'S can use them. The waveforms
that I set up here are based on simple formulas. You can
create your own, just keep in mind that each WAVEform is
defined by an array of 255 entries with values between 127
and -128. Also, the higher the value (in either direction)
of an entry, the louder the output. I have chosen values to
push these limits. You could choose to lower them if you
are using only your monitor speaker.
Default;
' This is the quickest way to set up a SINE Waveform
FOR Count = 0 TO 3
WAVE Count, SIN
NEXT Count
SineWave:
FOR Pt = B TO 255
SineWave(Pt) = 127«SIti (Pt*3. 1416/126)
NEXT Pt
• We will actually use the values in out arrays to plot the
' waveforms in the display window. We will use a 1 to 1
' aspect for the horizontal axis and a 4 to 1 aspect for the
' vertical due to display limitations.
FOR I - B TO 255
IF SineWave(x) < B THEN
PSET(x+4 3, (SineWave(x)+ (2*flBS (SineWave (x) ) ) )/4t44) ,9
ELSE
PSET(x+4 3, (12e-SineWave(x) >/4*12> ,9
END IF
NEXT X
■ Now we'll identify the displayed waveform
Moves Bps,3la,47
PRINT SPACES (29) ;
Moves Rps,310,47
PRINT "Sine Wave"
' All of the Waveform changes made below will follow these
' guidelines with the exception of the square wave. I had to
' add a LINE command to join the upper and lower waveform
' segments. This is Juat for display purposes, however.
' Let's predefine the waveforms we'll be usin^
SquareWave:
FOR Pt - B TO 127
SqWave(Pt) =. 127
NEXT Pt
FOR Pt » 12a TO 25 5
EqWaveCPtI = -128
NEXT Pt
SawTooth:
Vert = -128
FOR Pt = 0 TO 255
STooth(Pt) = Vert
Vert = Vert + L
NEXT Pt
Triangle:
Vert = 127
FOR Pt - e TO 127
Tri (Pt) - Vert
Vert " Vert - 2
NEXT Pt
Vert = -128
FOR Pt = 12S TO 255
Tri(Pt) = Vert
Vert = Vert + 2
NEXT Pt
SUB Menulnit STATIC
' Initialize the MENU structures
MENU 1,8,1, "Project"
HEHU 1,1,1, "Play
MENU 1,2,1, "Quit
MENU 2,e,l,"WaveFotnis"
MENU 2,1,2," Sine
MENU 2,2,1," Square
MENU 2,3,1," Sawtooth "
MENU 2,4,1," Triangle "
MENU 3, B,l, "Voices"
MENU 3,1,2," Single "
MENU 3,2,1," Multi "
REM SIGNOBE ON
MENU 4,8,1,""
HEM SIGNOHE OFF
END SUB
SUB Notelnit STATIC
SHARED C(),CS(),D(>,DS<) ,E|) ,F() ,FS()
SHARED GU ,GSl) ,h{) ,BTU ,H)
We will use the values for the lowes
that is) to define our initial notes
multiplication to define the next 7
because each note is double the freq
in the previous octave. Therefore,
frequency of 02 by 2, we get the fre
naming convention used is Notename{Oi
notes are listed with natural and sh
the exception of A sharp/R flat, I
sharp, but AS is considered a )^eywoc
to identify that particular note. 1
teach music theory here, except to s
value is the same as the next note's
flat, C sharp = D flat, etc.).
t notes (w)iDle octave,
and then use simple
octaves. This is done
uency of the same note
by multiplying the
quency of D3. The note
ct jve) , Al I of the
arped identities with
use 'S' to indicate a
d, 30 I use BF (B flat)
won't begin to try and
ay that any note's sharp
flat value [A sharp - B
HEAD C(l) ,CS (1) (DID.DSd) ,E(1) ,Fri) ,FS ft)
READ G<1) ,GS (1) ,A(1) ,BF(1) ,B(1)
FOR Octave ^
C(Octawel
CS (Octave)
D {Octave)
E (Octave)
F (Octave)
FS [Octave)
G (Octave]
GS (Octave)
A (Octave)
BF (Octave)
B (Octave)
NEXT Octave
2 TO 8
= C(0ctave-1)»2
= CS (Octave-l)*2
= D(Octave-l) *2
- E(Octave-l) *2
■ F(Octave-l) *2
- FS(0ctave-l)*2
- G(0ctave-1)*2
- GS{0ctave-l)*2
- A(0ctave-1)«2
= BF(0ctave-l)«2
= B(0ctave-1)*2
' These values were taken by dividing the values shown in the
' AmigaBASIC manual (page 8-139) by 4 to reduce the values
' (for octave 3) to the level required for octave 1.
DATA 32,783, 34.648, 36.7B8, 38.891, 41.2B3, 43.654
DATA 46.249, 48,999, 51.913, 55, SB,27B, 61,735
SUB CheclcSelect STATIC
SHARED MenuItem,SineHave() ,SqWaveO ,STooth() ,Tri O ,aps
I We call this SUB every time a selection is made from MENU 2.
I assign the same waveform to each channel for simplicity
' sake. There is no reason why I couldn't have assigned a
' different waveform to each channel. We set the waveform and
' also reset the checkmark on the menu,
OH Henultem GOSUB Si,Sq,Et,Tr
EXIT SUB
The REM's, once again, are for the AC/BASIC compiler
For so:r,e reason, AmigaBASIC won't "UNCheck" a menu
' item unless the menu title is specified. This causes
' some problems with the width of the menu titles when
used with the interpreter sees a new title definition
They aren't requited by the compiler, however,
SI:
REM SIGNORE ON
MENU 2,B,l,-WaveForm8"
REM 5IGN0RE OFF
MENU 2,1,2," Sine
MENU 2,2,1,- Square »
MENU 2,3,1," Sawtooth"
MENU 2,4,1," Ttiangle"
FOR Count - e TO 3
WAVE Count, SineHsve
NEXT Count
Cimtinucd on pg. 98
96 DECEMBER 1987
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Amiga Update/AmigaBASIC Tutorial
Continued from pg. 96
LII)E(41,11)-(3B4,77) ,a,Br
LINE (4 0,441- (395, 44), S
FOH X - 9 TO 255
IF SineWsvefx) < 9 THEM
PSET(x<^43, (Sin«Wave(ii|<i'(Z*ABS(SlnaHava(xl I l)/4«^44),9
ELSE
PSET(i*43, U28-SlneWiwe<«))/4*l2l ,9
END IF
NEXT I
Movei Rp&,31t,47
PRINT SPACES(28);
Movet Rpt,31(!,47
PRINT "Sine Have"
RETURN
Sq:
REK 5ICN0RE ON
MENU 2,0,1,'WaveFarms'
REN $1GN0RE OFF
MENU 2,1,1," Sine
MENU 2,2,2," Square ■■
MENU 2,3,1," Sswtooth"
MENU 2,4,1," Triangle"
FOB Count - B TO 3
WAVE Count, SqWav*
NEXT Count
LINE (41, 11)- (394,77) ,g,BF
LINE(4«,44)- (395, 44), 5
FOR I - B TO 255
IF Sq«ave(X) < 9 THEN
PSET(l*-4 3, (SqWavedJt (2"*BS (SqWawe (I) ) ) )/4*44),9
ELSE
PSET(it43, (12B-Eq«ave(jc))/4*1J) ,9
END IF
NEXT «
LINE(ni},13)-(171,76) ,9 • This is where I chaatodj
HDvei Rpt,3!B,47
PRINT SPACES (29);
Movei Rp(,31II,47
PRINT "Square Wave*
RETURN
St:
REM SIGKORE ON
MENU 2,a,l,"WaveForn»"
REM 5IGH0BE OFF
MENU 2,1,1,' Sine "
MENU 2,2,1," Square "
MENU 2,3,2," Sawtooth"
MENU 2,4,1," Triangle"
FOR Count - 8 TO 3
WAVE Count, STooth ,
NEXT Count
LINE (4 1,11)- (394,77) ,9, BF
LINE(4g,44)- (395, 44), 5
FOH I ■ a TO 255
IF SToath(i) < 9 THEN
PSET(i»43, (SToothUl* (3*ABS (STooth(x)) I )/4t44) ,9
ELSE
PSET(i*4 3, <128-STooth(x) 1/4 + 12), 9
END IF
NEXT X
Hovet Rpt,31ll,4T
PRINT SPACES (29);
Hovei Rpt,31B,47
PRINT 'Sautooth Have'
RETURN
Tr:
REM SIGNORE ON
MENU 2,9,1,'WaveFoma"
REM SICKORE OFF
MENU 2,1,1,"
MENU 2,2,1,"
MENU 2,3,1,"
MENU 2,4,2,"
FOR Count « fl TO
WAVE Count, Tri
NEXT Count
LINE (4 1,11 I -(394, 77) ,«,BF
LlNE(49,44)-(395,44),5
FOR X - a TO 255
IF Tri (I) < e THEN
PSET(»+4 3, (Tri(K)+ (2*ABS (Tr i (x) ) ) I /4*44 ) ,9
ELSE
PEET(l+4 3, (128-Trl(j|)/4+12),9
END IF
NEXT X
Novel Rpt, 319,4 7
PRINT SPACES <29| ;
Hovet Rp(,3i9,47
PRINT "Triangle Wave"
RETURN
END SUB
SUB C)iangeTltle(NeuStiS) STATIC
SHAREI} Titles, Wpi
■ We concatenate the existing Titles with a separation string
' of 2 spaces the additional text and a NULL character^ Next,
' we call the intuition function SetWindouTi t lest . The SYNTAX
Sine "
Square "
Sawtooth"
Triangle"
3
Where Wpi is the window structure address (wiiiOOM (71 ) ,
window is a pointei to the window title string and Screen ig
a pointer to the Screen title strlny. Those strings must he
terminated with a NULL character. If 00 string is
specified, then you must pass a -1.
HBwTltleS - Titles * SPACES (2) ♦ NewSttS t CHRSO)
SetWindowTitlesl Wpl ,SADD (NewTi tleS) ,-1
■ The following EUB*s are the songs that we use to demonstrate
' the voicing and the sounds created with the waveforms that
' we have oiade. Glitter is the first four measures of Stevie
' Nicks' song "After the Glitter Fades". It demonstrates the
• use of multiple voicings an^ the use of the SOUND WAIT and
* SOUND RESUME statements, StarTrck is the opening notes to
' the theme tto» the Star Treli TV show. It is a
' straightforward example of how the SOUND function queues
' entries and plays them in order. 1 will explain each
' section a^i we get into them.
SUB Glitter STATIC
SHARED CO ,CS(),Dl),DSf) ,E() ,P() ,FS(|
SHARED GO ,GS() ,A<) ,BF() ,B<)
The variable W is used to get the duration of a w^iole note.
Each lower value note is then based on a division factor:
w ■ Whole note
W/2 • Half note
W/4 * Quarter note
W/4. 66567 ' Quarter note Triplet {one note!
W/S - Eighth note
M/in. 33133 = Eighth note TtipLst (one note)
W/16 = sixteenth note
etc.
H • 40
The SKNTAX for the SOUND FUNCTION is:
SOUND f reguency,durat ion ,volu:ne, channel
where frequency Is the frequency of the note in Hz, duration
is the duration of the note (based on IB. 2 being 1 second),
volume is the note's volume between (1 and 255; 127 is the
default and channel is the channel (0-31 that the note is to
bo played on. If you ace hooked up in stereo, you will find
channels 0 and 2 coning from the left speaker and 1 and 3
coning from the right. In the following entries, I haven't
selected a particular channel for any purpose, I'm just
showing the use of four voices an.l synchronized output.
In The first two measures, I have jumbled up the notes In no
particular order (except for the fact that the notes on the
same channel are in sequence), while In the last two, I have
entered the full measure for each voice. In eicher case,
the SOUND FUNCTIOi: will queue all of the entries and play
them as it comes to the;n.
The SOUND WAIT and SOUND RESUME statements are placed here
mainly to act as measure separators. SOUND WAIT forces ALL
SOUND output to wait for the matching SOUND RESUME. This is
helpful if you ace trying to coordinate sound output with
othor TIASIC functions.
FirstHeasura:
' Force output to wait until all sounds are queued
SOUND WAIT
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUHD
SOUND
SOUND
FS(5),W/J,64,B
D(3),N/2,64,2
D(5), N/9, 199,1
A(4),W/B,19B,1
D(5),N/B,19i,l
E(5),W/4,19B,1
D(3),W/4,BB,2
FS(5) ,M/3,B,9
FS (5) ,H/e, 109,1
A<4),H/8, 198,1
B(4) ,H/S,1BB,1
rs (3) ,w/e,sa,2
E<3),N/S,Ba,2
Now play the notes as they ace queued
SOUND RESUME
SecondMeaaure:
SetWindowTi ties 4 Wp4 , Window,Scceen
SOUND WAIT
SOUND G(5)
SOUND D(5) ,
SOUND B(4) ,
SOUND E(3) ,
SOUND G(5) ,
SOUND B<4) ,
SOUND B(4)
SOUND E(5)
SOUND E (4)
SOUND B(3) ,
SOUND All)
H/z+H/B.aa.g
H/a-tW/B, 199,1
W/2tW/6,aB,3
H/2,8B,2
H/4+W/B,B,B
W/4+W/B,9,3
M/8, 199,1
W/4, 109,1
H/4,aB,2
M/8,89,2
W/B,aB,2
Conlinued on fig. 123
98 DECEMBER 1987
ORDERS ONLY
Call TOLL FREE 800-451-7588
S Elmwood Street
Worceiler. MA 01602
FEEL THE POWIR OF AMIGA
MA rMld*nl( call 1-«17-T«1-S»(I9
HOURS: Mon-Fri. 9am-6pm. (EST)
BUSINESS
B.E.S.T.
Financial Plus
Nimbus
DATABASE
Acquisition
Organize
Super Base
MUSIC
Deluxe Music
Instant Music
Sonix
HOME ACCOUNTING
Financial Cook Boolt
Money Mentor
Phaser Home Acct.
$287.=
$195,°
$95, »
$195.™
S65.™
S89-:'
LANGUAGES
Aztec C Commercial 3.4 $315.°°
Aztec C Developer 3.4 S195."
Aztec C Professional $155. "<>
CM Mate $25.°°
Enhancer $15."°
Modula II Comnn $195.«
Modula II Dev $99.™
TXED $30.°°
Zing $55.™
SPREADSHEETS
Analyze 2.0 $94, "^
Maxi Plan Plus (N.V) S142.™
WORDPROCESSORS
Prowrlte (M.R.) $80. »
Scribble 2-0 $65."
Viza Write $89.''
Flow S70,°'
S70.'
$37.'
S54.'
$65.™
$65.'"'
DESK TOP & CREATIVITY
Page Setter $97,»
Publisher 1000 $147.'™
Fllpside $45.''°
Gizmoz Enhanced $45.""
TV Text $69.°''
Print Master Plus $35.°°
GAMES
Flight Sim It $37.°°
Keyboard Cadet $29,°''
Master Type $30,™
Silent Service $30.°°
Super Huey $30."°
Alien Fires $31 .™
Archon II $35.'"'
Artie Fox $29.'"'
Auto Duel S34."'
Bard's Tale $35.™
Borrowed Time $30. <"
Champ Baseball $32.°°
Champ Basketball $32,°°
Chess Master 2000 $35.°°
Champ Football $29,°°
Champ Golf $33.°°
Deep Space $32,'^"
Defender of the Crown $34.™
Delta Patrol $20.°"
Earl Weaver Baseball $36.°°
Faery Tale Adventure $34.°°
Galileo $65,°°
Gridiron Football $49.°°
Hacker II $35.°°
King of Chicago $34."'
Kings Quest I, II, III $37.<»
Leader Board Golf $29."°
Little Computer People $35,°°
Marble Madness $35,°°
Mean 16 Golf $29.°°
Mind Shadow $29.°°
The Pawn $30.°°
SDI $34. iJ"
Shanghai $30.°°
Sinbad $34,°"
Surgeon $43.'"
Strip Poker $32.°"
Video Vagas S30,°°
Winter-World Games $30.°°
On Line $48,°°
Macro Modem SSO.*"
Ord.Hnj (nd T.rm.: C.O.D, omen otlcomt up lo SroO OO add S3 on r n n ,k. ! 1^ '
•.nd b.nk ch.c>i o, mon., o,d,r, P.r.on.l check, .lie. 15 I^Ti.L S. k?. ?* " "' '^'"'"' *""" O'd-ln,, bj m.ll.
rO.M lo, UPS grouoa .hippin, UPS ..co"ro., i^d l.^jV ',''*''' *! 17 '"'''"'•"I *« 'S'- Pi order o, m„lmum=l
Produci .ubi.c, 10 ...iiLbu!;, PMC.. .„bi,cnc 'b'.r,; (Xn ,'d^ 1',:?";'':. "";:•'! '•""«<"""'«""• *n,i„. »„,,.
•ich.noM on open pioducl. " '■''■ng« (o<j»n II poi.lble). Mm ruldenUiddS', i.l.it.i.Nor.lumior
H.nul.clu,.. w„r.„ly .pp„„. *™,. „ . „.d.„„k „, Commod<,„.Ami,. Inc.
HARDWARE
Amiga Modem
DIgi-View
Future Sound
Genlock
3.5 Drive
Disk Holder Teak cap. 120
3.5 DS-DD Disks (box of 10)
ADULT LEARNING
Linkwood French
LInkwood Italian
Linkwood German
LInkwood Russian
Linkwood Spanish
GRAPHICS
$178.°"
$149.°°
$145.°°
$230."
$220,'»
$35.°«
S25."
CHILDREN PROGRAMS
Animal Kingdom $34
Decimal Dungeon $34
First Shapes $34
Fraction Action $34
Kid Talk $34
Kinderama $34,
Math Talk $34,
Read & Rhyme $34,
Speller Bee $34
Talking Coloring Book $25
Winnie the Pooh $25,
$27."
$27."
$27."
$27.»'
$27, <»
Deluxe Paint 11
$95."
Deluxe Print
$70,"
Dig! Print
$45."
Deluxe Video
$97."
Agis Draw Plus
$170."
Dynamic Cad
$320.°°
GAME PROGRAMS"
by Thomas Hayes
Cross-Search
For the Commodore 64
Cross-Seai-ch got its name fi-om two
other famous games you maj- be fa-
miliar with: "crossword" and "word
search." Cross-Search includes ail the dif-
ficulty in answering the questions of a
crosswoi-d puzzle along with the challenge
and fim of a word seairh puzzle.
As the game begins the top of the
screen will be filled with seemingly ran-
dom letters. They are really the answers
to the questions that will be asked at the
bottom of the screen. The questions are in
the format of the questions asked in cross-
woi-d puzzles. If you have never played a
crossword puzzle then you should be
aware that although I refer to "questions"
they aren't realiy woi-ded like questions.
All of the questions will be linked in one
way or another with computere and or
computing.
Along with the questions will be several
other informational statements that will
assist you in the game. Just under the top
portion of the screen will be the number of
lettei-s in the answer, the number of words
in the answer, and the number of the
question itself A fijither explanation of
these statements is as follows: First, the
number of letters in the answer is the
number of chai'actere minus any spaces
and or any svmbols other than the alpha-
bet. It is impoitant to remember when en-
tering youi- answer that you use only the
alphabet and eliminate all spaces. The
progi^am won't allow anything but the al-
phabet. Secondly, the number of words in-
dicates if the answer is one, two, or thi-ee
words in length. Thirdly, the questions are
numbered fix)m one to 53.
Now for the questions themselves. As
preNaously discussed al! of the questions
are about computei-s. Some of the ques-
tions or paits of the questions are abbrevi-
ated. All abbrexiations will be inside par-
entheses. There is one abbreviation you
should watch for — <E.M.). (E.M.) is the
abbreviation for eiTor messages. When
you see this (E.M.) you should remember
that the answer \sill be one of the comput-
Bcfoa- typing Ihis program, read 'How w Enter I'rugrams" and "How lo Isi- (In- .M,igazini-
Enin- Progrrai." The BJiSlC pnigrim* in iliis majprine arc avjilablt un disk /fom Loadstar.
P.O. Box 300fi", Shrcvepori. LA "USOyWO^. i.80(1.851-26y-i.
Cross-Search
5 POKE 53280, 0:POKE 53281, 0'CPLH
1(3 S = 54272:FOR Q=0 TO 24:POKE S-l-Q,0
:NEXT Q:POKE S+24,15'JADI
Cross-Search includes all the
difficulty of answering the
questions in a crossword
puzzle, along with the
challenge of a word search
puzzle.
er's en-or messages. Notice that a question
in the game will be referred to as the
"clue." Tb give you an idea of what an an-
swer or clue v\nl! be, the fii-st clue is "VIC."
If you aif hoping that I will give you the
answer, don't hold youi- breath. WTien en-
tered the answer will appear at the bottom
of the screen. If after you have answered
the clue, it was connect, you will hear sev-
eral bell sounds to indicate the answer
was coiTCct. If the answer was incon^t,
you will hear a buzzer and the wong an-
swer will be erased.
At this point you can try again or go on
to another question. Press the Fl key to
get to the next clue. You can only go in the
dii-ection of larger numbered clues. If you
wish to get to a lower numbei^ed clue than
the one you are looking at now, you will
have to continue until the clues wrap
ar-ound to the beginning.
Now we will discuss the word search
portion of the program. Any time you
wish to go to this portion of the program
just press the F7 key. You do not have to
finish answering a clue to press the F7
key. Once you ai-e at this ]X)int press the
Fl key to retum to the first portion of the
game. If you do remain at the woi-d search
portion of the program, you will notice a
flashing cui-sor at the top left of the
sciTeen. With the use of the ciu-sor keys
you can position the cursor over any of the
letters in the top portion of the screen.
Press the space bai' with the cm-sor over a
letter and toggle between reverse and nor-
mal type. Now that you have a way to
mai-k specific letters you can find the an-
20
swers to the earlier clues. When you do
find an answer, highlight it with revei-se
type and search for another answer When
you find all of the answers and you have
highlighted all of the letters in those an-
swers you will be ready to move on to the
last part of this game. As in any other
word seareh puzzle when you have found
all the words there will still be lettei-s left.
You are then asked to answer a question
in which the answer will be comprised of
those left-o\'er letters.
After all the woixJs have been found,
press the F7 key again. There will be a
check to see if all woixls were, in fact,
found. If all were found, then the screen
will be cleared. At this time the screen
will be filled with several sentences, and
you mil be informed that there is one
more challenge. You will now see the left-
over lettere displayed. With those letters
you will be asked to answer the question,
"How do you feel about computing?'' You
are now given a hint explaining that the
answer is four words in length and the let- •
ters are as follows. The display will show
the remaining lettei-s set in the location of
each word. The letters will of course still
be scrambled. Now ail you have to do is
answ^er the question. You should remem-
ber that this answer will include spaces. If
yom' answer is incorrect, then you will
hear a buzzer and the WTong answer will
be erased. If it is the con-ect answer, then
you will hear several bell sounds and the
game will end.
Before you type in this progi-am there
are several things you should know to
make the game more fijn. First, after you
have answei^ed a clue and before going on
to a new clue, find your answer at the top
of the screen and highlight it. As you con-
tinue to highlight more and more letters it
will leave other answers more visible at
the top. Secondly, if you switch to lower
case lettei's it will be easier to see high-
lighted letters. To switch between upper
and lower case letters press the SHIFT
and COMMODORE keys simultaneously.
Enjoy the game. I hope you have as
much ftin playing Cross-Seai-ch as I had
making it. 0|
30
45
POKE S,225:POKE S+1,5
:POKE S+6,240'FRME
POKE S+7,165:POKE S+8,117
:POKE S+13,240'GVGH
PRINT" [ CLEAR, RVS, RED, SPACE13,RV0FF,
GREEM) CROSS-SEARCH [RED, RVS,
Conliimed on pf;. 102
100 DECEMBER 1987
FREE VOUR CHILDREN
Ydeo game machines do little more thian trap
your chiildren iri an unproductive, limited world. It's not
that playing gomes is bod. It's just that there's a whole
bt more to life than blasting space monsters.
That's why your children need the Commodore 64:
The Commodore 64 is a full function, affordable home
computer that frees them to explore whole new worlds.
Thousands of programs ore available to help your
children prepare for anything from a third grade math
plines like math, science, and English.
The Commodore 64 can also introduce your chil-
dren to the finer things in life— like art and music.
The Commodore 64 even beats video gome
machines on their home ground, by offering kids a
selection of hundreds more games than all video game
machines combined, Games that are educational,
informative— and a wtrole lot of fun.
So, don't let your children get trapped. Free them
with the Commodore 64.
$100 FREE OFFER FOR COMMODORE 64 BUYERS.
Every Commodore 64 comes with the critically
test to college boards. And they can gain serious 1/ 1 |\f '
computing skills while doing it A comforting Ixl M w
thought, because according to one estimate, by ^ a ^ ■
the time your children are ready to enter the job V^^N ci^^claimed GEOS'" software package, which includes
market, three out of four occupations will be -^^^ k a^kw^^ full-function word processing and painting
computer related. pfj JUtCTIcF programs. And for a limited time, we're also
In fact, studies suggest that students who ^T ■~*^^'*^ offering five of the hottest Epyx' videogames
get computer aided instruction tend to be more ^V ITU £l absolutely free with your Commodore 64 pur-
motivated, and score higher in the basic disci- " ' I I ■■ A\ chase— a value of over $100!
COMMODORE 64 S
11213
SSSEB
a'tsij
35551
- HH5S5
Commodore, the Commodore logo. 'r:ii : i: :iio-
dore 64 are registered trodemarks of Commodore Elec-
tronics. Ud. GEOS is a frodetTKifk of Berkeley Sof Iworks.
EpvJi is o registered trademark Of Epyx. Inc. "Optionat disk
drive and rrKXjse or joystick required, See your portici-
poting Commodore 64 retailer fc details. Proof of pur-
chose and warranty cord required. Offer expires 1/V88.
Game Programs/ Cross-Search
Continued from pg. 100
SPACE29] "; ' BBJQ
50 PRINT" [SPACE3] "; 'BBBC
51 PRINT" [SPACE22,RVOFF,GRAY3]
BENITUORBUSCAELBAMMARGORPROLOCREDR
OB[RED,RVS] "; 'BBKR
52 PRINT" [SPACE4,RVOFF,GRAY3]
ALPAGSPERIPHERALTACROTARENEGEPOLEV
NE [ RED , RVS , S PACE4 , RVOFF , GRAY 3 ]
CBIANTEAANDAR"; 'BBYV
53 PRINT"0SRUCSNOITAREP0F0REDR0G [RED,
RVS, SPACE4, RVOFF, GRAY31
KAXKOERDNCIREMUNAHPLAFFUNCTIONKE";
'BBSX
54 PRINT"YSIO [RED, RVS, SPACE4, RVOFF,
GRAY3]GNEILSA0DyRACN0ITIDN0CEENILM
ARGORPST [RED, RVS, SPACE4, RVOFF,
GRAY3] RELLORT"; ' BBNX
55 PRINT"NOCECAFRETNIOEDIVIYR0MEMF0TU
0 [RED, RVS ,SPACE4 , RV0FF,GRAY3J
OTBOOEILMNCTFYHOMERANDOMAC" ; ' BBBA
56 PRINT"CESSMEM0RY[RED,RVS,SPACE4,
RVOFF, GRAY 3] UAABTTNYNETERRNULLSTRI
NGTWEDOCNEERCS ( RED, RVS , SPACE4 ,
RV0FF,GRAY3]N"; 'BBAA
57 PRINT "NSYGCGMUUMREAHSTANDARDCHARAC
TERMODE [ RED , RVS , SPACE4 , RVOFF ,GRAY3]
DIITNASEMQOMTNPCVNOI"; ' BBWC
58 PRINT"TACOLYROMEMANCNX[RED,RVS,
SPACE4 , RVOFF, GRAY3] CDDEIRYMBEDENIO
ENGTNESERPTONECIVEDAE [RED,RVSJ ";
' BBUC
59 PRINT" ISPACE3, RVOFF, GRAY3]
0RFMRASOEREMIBKGBUSOGTUOHTIWNRUTER
MC [ RED , RVS , SPACE4 , RVOFF , GRAY3 ]
LQIITHTRRFLOSR"; 'BBIE
60 PRINT"ETCARAHCCIHPARGMNORPMU [RED,
RVS , S PACE4 , RVOFF , GRAY 3 ]
OOSTSCEYDAERCISABGTCHCTAMSIMEPYTC";
'BBEO
61 PRINT"UOT [RED, RVS, SPACE4, RVOFF,
GRAY3] RCOLORMEMORYWECIVEDECAFRETNI
DNU0SYCE[RED,RVS,SPACE14] "; ' BBFT
62 PRINT" [SPACE63] "; 'BBEM
63 PRINT" [SPACE6,GRAy3] "; 'BBWH
65 X$=" [H0ME,D0WN191 "'BCGJ
69 L$=" [GREEN, RVS] LETTERS = [RVOFF,
GRAY3] ":W$="[GREEN,RVS] WORD (S) =
[RVOFF, GRAY3] " :CU$=" [GREEN, RVS]
CLUE = [RVOFF] [GRAY3 ] " ' DJTB
70 WD$=X$+" [DOWNS] ":WD$=WD$+" [GREEN,
RVS] ANSWER = [RVOFF] [GRAY3]"
:N$=" [GREEN, RVS] NUMBER = [RVOFF,
GRAY3] "'FPUR
80
AN$=" [H0ME,D0WN13,CYANIANSWER
: [GREEN] " 'BDCJ
100 DIM D(24) ,T(53) ,AA(26) ,BB(29)
:D(0)=0:T(0) =0'DMTE
110 FOR Q=0 TO 26: READ AA(Q)
:NEXT Q'FMCB
120 FOR Q=0 TO 29: READ BB(Q)
:NEXT Q'FMHC
200 READ A,B,C$:Z=Z+1:IF A=0 THEN Z=0
:RESTORE:GOTO 110'JUQG
U_210 FOR Q=l TO A:READ D(Q):NEXT Q'FKCC
220
230
240
250
260
265
267
270
300
310
320
330
340
350
360
370
375
378
380
400
410
415
420
430
440
450
460
470
480
490
500
510
520
530
540
600
610
650
660
GOSUB 10000:PRINT XS;L$;A;W$;B;N$;
Z:PRINT CU$;C$:PRINT WD$;'EKCI
FOR Q=1994 TO 1993+A:POKE Q,160
:NEXT Q'GSCG
IF T(Z)=0 THEN 300'DIPD
FOR Q=1994 TO 1993+A
IPOKE Q,D(Q-1993) :NEXT Q'HXEK
GET S$:IF S$=""THEN 260'EISG
IF S$=" [F7]"THEN 400'DFTK
IF S$="[F1] "THEN 200'DFOM
GOTO 260'BDHE
FOR Q=l TO A'DDDY
GET YSiIF Y$=""THEN 310'EIBC
IF Y$=" [Fl] "THEN Q=A:NEXT Q:Y$=""
:GOTO 200'HNUG
IF Y$=" [F7] "THEN Q=A:NEXT Q:Y$=""
:GOTO 400'HNAH
Y=ASC(Y$):IF Y<65 OR Y>90 THEN
310'HPGJ
PRINT YS;:NEXT Q:E=0'DIPF
FOR 0=1994 TO 1993+A:M=PEEK{Q)
:IF M <>D(Q-1993)THEN E=1'MCJR
NEXT Q'BBKE
IF E=l THEN GOTO 378'EFHM
FOR Q=1994 TO 1993+A:POKE Q;160
:NEXT QiPRINT WD$;:GOSUB 10050
:GOTO 300:RETURN'KJOA
GOSUB 10060:T(Z)=1:GOTO 260'DPAJ
L=1106'BFWY
X=PEEK(L) "CEEB
1=PEEK(L) 'CEOG
IF I>128 THEN POKE L, (1-128)
:GOTO 440'GQRH
POKE L, (1 + 128) 'CIMD
GET P$'BCVD
IF P$=" [Fl] "THEN: POKE L,X
:GOTO 200'FKLI
IF PS="[F7] "THEN: POKE L,X
:GOTO 600'FKSJ
IF P$=" [UP] "THEN:IF
PEEK(L-40)<>160 THEN:P0KE L,X
:L=L-40:GOTO 410'NYYT
IF P$=" [DOWN] "THEN: IF
PEEK(L+40)<>160 THEN:POKE L,X
:L=L+40:GOTO 410'NYYT
IF P$=" [LEFT] "THENlIF
PEEK(L-1)<>160 THEN:POKE L,X;
:GOTO 410'NWPU
IF P$=" [RIGHT] "THEN
:IF PEEK(L+1) O160 THEN:POKE
:L=L+1:G0T0 410'NWJM
IF P$=" "THEN:G0SUB 530'EGOD
GOTO 415'BDJC
IF X>128 THEN:X=X-128:RETURN'GLCI
X=X-M28 : RETURN ' DGKG
V=0:FOR Q=1106 to 1702
:IF PEEK(Q)<128 THEN V=V+1 ' KWFL
NEXT Q:IF V026 THEN 400'FITF
V=0:W=0'CFUH
1702:IF PEEK(Q) <128
PEEK(Q) <>AA(V)THEN
;L=L-1
L,X
FOR Q=1106 TO
THEN V=V+1:IF
W=1'PFRW
670 NEXT Q:IF W=l THEN 400'EHNL
700 PRINT" (CYAN, CLEAR, DOWN, SPACE31 OK
Continued on pg. 104
102 DECEMBER 1987
our
ination!
'f/
'Mm
T**ft*^
1
Are you a graphic artist? An audio/
video specialist? A computer entlju-
siast? Just as tlie Commodore
Amiga dazzled the computer mrld,
THE AMIGA - this sizzling new liook
from Microsoft Press - will spur
your imagination to new horizons of
creativity. If you tiave some BASIC
programming experience, get ready
to produce amazing results willt
your 512K Amiga that go far beyond
the beginner's level
• Explore the possibilities of devel-
oping sophisticated visual images
and learn how to easily enhance
the power of the Object Editor
• Reproduce real and synthesized
sound with the Amiga's built-in
synthesizer
• Create animated sequences and
record them on videotape
And there's more. In addition to
information on maldng the most
of Amiga BASIC, you'll discover
advanced technigues for using some
long-awaited, sensational software
- Deluxe Paint, Musicraft, and
Deluxe Video.
THE ANim by Michael Boom. Your
guide to mining the rich artistic
depths of this fantastic machine.
$19.95
MICROSOFT.
!• R K S S
YES... please send me : copies of THE AMIGA at SI9.95 each. Please add
$2. 00 per tiook for postage and handling; CA residents add 6.5% sales tax: WA state
residents add 8. 1%: MA and MD residents add 5%. Allow 4 weeks for delivery
Name
Address
City
.State -
.Zip.
Payment: D Check/Money Order
Credit Card No ,
D VISA O ti/lasterCard D American Express
Exp Date
Send order to: Microsoft Press, P.O. Box 1532, Hagerstown. MD 21742
Toil-Free Ordering Number: 800-638-3030: in Maryland, call collect, 824-7300.
AMCA
lame Programs/ Cross-Search'
Continued from pg. 102
710
720
730
740
750
760
770
780
790
800
801
802
805
810
815
820
830
840
850
860
865
899
900
910
920
1000
1001
1002
1003
1004
1005
[YELLOW, SPACE2] YOU HAVE MADE IT
THIS FAR, BUT"'BAAM
PRINT" [SPACES] THERE IS ONE MORE
CHALLENGE.": 'BBSL
PRINT" [WHITE, DOWN, SPACE3]
THE LETTERS LEFT BY THE PUZZLE
ARE! ! ! [D0WN2] " ' BAUN
FOR Q=55543 TO 55569:POKE Q,5
:NEXT Q'FRDK
FOR Q=l TO 26:POKE(1271+Q) ,AA(Q)
:NEXT Q'GUGN
PRINT" [WHITE, SPACE4]
USING THESE LETTERS,
ANSWER THIS! I ! " ' BAOQ
PRINT" [D0WN,SPACE4]
'HOW DO YOU FEEL ABOUT
COMPUTING?' "'BAMR
PRINT" [DOWN, CYAN] HINT
: [YELLOW, SPACE2]THE ANSWER IS
FOUR WORDS IN"'BAGT
PRINT" [SPACES] LENGTH AND THE
LETTERS ARE AS "'OAKS
PRINT" [SPACES] FOLLOWS." 'BATN
PRINT" [DOWN, GREEN , SPACES]
PGUTICOMN SI WYAALS
TNACATFIS"'BACM
PRINT" [DOWN 2, WHITE, SPACE 17,*,
SPACE2,",SPACE6,'] "'BACH
PRINT" [DOWN, SPACE12]
INCLUDE THESE SPACES .'" BAFL
AN$=" [HOME, D0WN18, CYAN] ANSWER
: [GREEN] "'BDCM
GOSUB 10010:PRINT AN$;'CKNG
FOR Q=l TO 29: ' DFDK
GET Y$:IF Y$=""THEN 820 ' EIHI
Y=ASC(Y$):IF (Y>90) OR (Y<65) AND
(Y032) THEN 820'KYDR
PRINT y$;:NEXT Q:W=0'DIIJ
FOR Q=l TO 29:M=PEEK(1751+Q)
:IF M<>BB(Q)THEN W=l ' LWKT
NEXT Q:IF W=l THEN:GOSUB 10050
:GOTO 810'GOUO
FOR Q=0 TO 5:G0SUB 10060
:NEXT Q'FLMS
END'BACU
DATA 0,1,1,19,20,3,1,14,9,19,9,20,
1,3,6,7,9,12,13,14,15,16,19,20,21,
23'BPCP
DATA 25,0,3,15,13,16,21,20,9,14,7,
32, 9, 19, 32, 1,1 2, 23, 1,2 5, 19 'BFOO
DATA 32,6,1,14,20,1,19,20,9,3' BYLK
DATA 24,3," (VIC) ",22,9,4,5,15,9,
14,20,5,18,6,1,3,5,3,15,14,20,18,
15'BFKF
DATA 12,12,5,18'BKGV
DATA 21, 3, "ORIGINAL MODE ON
POWER UP AND [SPACE31 PROGRAMMING",
19,20,1,14,4'BSAK
DATA 1,18,4,3,8,1,18,1,3,20,5,18,
13,15,4,5'BMDD
DATA 20, 3, "(SID) ",19,15,21,14,4,
9,14,20,5,18,6,1,3,5,4,5,22,9,3,
5'BDNI
DATA 18 , 3 , " ( RAM) ",18,1,14,4,15,
13,1,3,3,5,19,19,13,5,13,15,18,
25'BCXJ
1006 DATA 18,3," (E.M.) RETURN BEFORE
OR LACKING GOSUB" , 18 , 5 , 20 , 21 , 18 ,
14,23 'BALN
1007 DATA 9,20,8,15,21,20,7,15,19,21,
2'BDMF
1008 DATA 17, 3, "MATHEMATICAL
SEQUENCE", 15, 18, 4, 5, 18, 15, 6, 15,
16,5,18,1,20,9'BQWP
1009 DATA 15,14,19'BIQE
1010 DATA 17, 2, "THEY" RE
NGN- ALPHANUMERIC", 7, 18, 1,16, 8, 9,
3,3,8,1,18,1,3,20'BMRI
1011 DATA 5,ia,19'BHBV
1012 DATA 17, 2, "PRODUCES WAVEFORMS ", 5 ,
14,22,5,12,15,16,5,7,5,14,5,18,1,
20'BSRJ
1013 DATA 15, 18, 16, 3, "(E.M.) NO
PERIPHERAL DEVICE" , 4 , 5 , 22 , 9 , 3 , 5 ,
14,15,20'BIDK
1014 DATA 15,18,5,19,5,14,20'BSUB
1015 DATA 15, 2, "POKE 5 3281 , X" , 2 , 1 , 3 ,
11,7,18,15,21,14,4,3,15,12,15,
18'BTWK
1016 DATA 15, 2, "LOCATION OF CHARACTER
PATTERNS", 3, 8, 1,18, 1,3, 20, 5, 18,
13,5'BGQO
1017 DATA 13,15,1S,25'BLKD
1018 DATA 15, 2, "COMPUTER LANGUAGE" , 13 ,
1,3,8,9,14,5,12,1,14,7,21,1,7,
5'BPLO
1019 DATA 15, 2, "THE BRAINS OF THE
COMPUTER", 15, 16, 5, 18, 1,20, 9, 14, 7,
19,25'BJWR
1020 DATA 19,20,5,13'BKHW
1021 DATA 14,3," (ROM) ",18,5,1,4,15,14,
12, 25, 13, 5, 13, 15, 18, 25 'BSIF
1022 DATA 14, 2, "STORAGE ADDRESS ", 13 , 5 ,
13,15,18,25,12,15,3,1,20,9,15,
14'BSHJ
1023 DATA 13, 3, "(E.M.) 256
CHARACTERS", 19, 20, 18, 9, 14, 7, 20,
15,15,12,15,14,7'BQOL
1024 DATA 12,2," (E.M.) STRING INSTEAD
OF A NUMBER", 20, 25, 16, 5, 13, 9, 19,
13,1'BEKN
1025 DATA 20,3,8'BGRB
1026 DATA 12,1, "NON-GRAPHIC
CHARACTERS ",1,12, 16, 8, 1,14, 21, 13,
5,18,9,3'BKRO
1027 DATA 12,1, "INSTRUCTIONS CAPABLE
OF BEING [SPACE3] PROCESSED BY THE
COMPUTER" 'BFHS
1028 DATA 16,18,15,7,18,1,13,13,1,2,
12,5'BFXJ
1029 DATA 12, 2, "1024 TO 2023" , 19 , 3 , 18 ,
5, 5, 14, 13, 5, 13, 15, 18, 25 'BMDO
1030 DATA 12,2,"(RND) 0.000000001 TO
0.999999999", 18, 1,14, 4, 15, 13, 14,
21,13'BFGI
1031 DATA 2,5,18'BGUX
1032 DATA 12, 2, "EIGHT TO THE RIGHT OF
KEYBOARD" ,6,21,14,3,20,9,15,14,
Continued on pg. 106
104 DECEMBER 1987
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GRAPHICS & CAD
Anti-Glare Screens
Qanner Machine JDrairjIi
BSSICBIPalKni
SCREEN f/XISoloUnlmim
BitlbuardMiiheiiSoTUnlnnld)
CAD3D(IHT1
Call pak-B4 (Abacus)
Cadpik-IZB (Abacus)
CUnreiliJIB-Warel
Cybervidet I Touchslonel
DootlleiCrvsiaiRosel
Fleir(lr»w5.5(ini<well)
Liglilpen I70C
Ughlpen 1S4C
FlexiFont
GsllErids- each
Koliday/CIip Art l/Clip Arl 11/
Borders/Animals/FuWHsIic/
Graphics IntegralDf 2 ikikweilf
Graphic Label Wizard I KFd jdK 1
Giaphics Tranflormer iCDA}
HprnQ [}esigner12B (Kerdalli
Icon Factory I Solo Urimid)
Maving Pictures ICDA}
Perspeclivesll iKira)
Picasso s Revenge iProgress)
PtioloFinislliSolUnlmldl
Pop-Up GreHingslPstechi
Prlnlmasler Plus (Unison)
Art Gallery I w II
AIDS'UTIUTIES
1541/1571 Dr Align (Frei!5n) 20
10/SO Column Switch Cables 19
flsseint:le//MonitDr (fibjcjs) 29
Basic BlPutechi ID
BASIC Conipllar12B (Abacus) 45
BASIC Compiler 64 (Abacus) ?9
BBSConsiruclicnSeKKirjl 41
Big BiuE Re2d£f (Sbg'Aab^ 25
Big Biui! n<i>i3ef CP/M 32
Bobslerm PrD54 i^rci^'esri 39
BobslermPro12B(Prcqre5SI 49
COBOL G4 (Abacus) 29
CommunlcatotMIFRSPflT) 20
Gnome Kit 64/128 (Kiral 29
Gnome Speed 12B(Kiriil 39
Gnome Mae IZBiKira) 10
Hot Shot lnlerface[Omnii| 49
How To Get Most GEOS Book 13
How To Get Moit GEOS Disk 9
Kran Pascal 64 or 12B 52
Merlin 64 (Sms- Waonri 39
Merlin 128 (Roq^rV/agner) 49
Phy E>am 1541 or 1S?1 (Carol 29
Power A!Semt)ter64/12BiS::i 3D
Power C 64/123 SC" 30
Pro^fammer's ToolBoni'ji'^'"! S17
Pro1olerm1?8 12
Super C 1 28 or 64 (Abacus) 45
Super GraphiK iXetecl 69
$upeiki!1541 iPrisml 25
Super Rasi:al12B or 64 (Abaci 45
Super Snapshot (KJax) 49
SYSRESEntianced (Goto Marl) 32
Tri!Ub>eshoi>ti Repair C64 Book IS
Turbo Load 4 Save Cart' 53'nn I ig
CPMKiH2Bl'r^c,Vi 25
TSOS Super Asstmbler 39
HOME/BUSINESS
Accountant 128 t-S 119
AdO-Dn modules 55
BESTA/PorA/B 45
BEST O/L Of Invsntory 45
BEST Project Planner 50
Business Form SlvopfSoinnl 3D
Checkbook 1 28 1 (.-..A^ei 17
CMS Accounting 12B 129
Inventory Module 53
Easy Woiklng Filer/Planner
OfWriterfScrrl 10
Fleet System 2 -^ (P'cfessionai! 39
ReelSysteii!4(Professionaii 59
Fleel Filer 64 (Profess orKi) 29
FlnFile64oi12aiCiiriiniat) 39
Fontmasler126(Xslecl 39
FontmasterllMixeiec) 35
GE0S128(Berke1eyi 49
Add-ons call
DE0S64(a9fl<elevl 39
Gflopiinl or Gocdei 29
Geocalc or Geofile 35
FontpaklorOeskpikl 22
Wriler's Workshop 33
MIcrolawyer iPro[]rr^s5) 45
J Klasser Mcney Manager 69
Money Morning Manager 30
PocketSuperpak64'D:S5i 49
Pocket Superpak 2 64/123 69
Pocket Dictionary ' n 5 5i:i i 10
Pockel Writer 64 (Din Son 29
Pocketl«ri!er2(Dn5ai| 45
Superbise 64 49
Sut>ert)ase 123 55
Su)>8rstripll23 49
ThoughtForm 64 (Gallery) 26
Vi;tstaforVizlwrite12S 65
WordPro 12S/Speil/Filepro 30
WordPro 64/Spell/TurbO 30
PERSONAL
Bridgemaster iF,?c^rsQ((i 12
CardtoEirercisefBsdvogi 69
Celebniy Cookbook (V5"i - 25
Classical Music iSIr ce'l S9
Crossword I n.iaarsdt) 12
Disk/Video/Mag Catalo<tue 128 29
Dream AnalayzeriMerrrd 25
Enhanced SIresi (Bodvibgi 199
FamilyTreel28or64(Genea11 39
Heirtlab (Bcflylogl 49
Muscle DevelopmenllBodyiogl 54
Pedigree .C.eneal) 59
Seiuil Edge (Merrill) 20
Standard Stress IBiHylog) 39
EDUCATIONAL
Ftshet price
Peter Rabbit Reading 13 6i 19
Peter &WoM Music! 3-7) 19
Jungle Book Realling(6'9l 19
First Man in Moon Malh ('3 + ) 19
Wtdham Classics Graphic Adven
Alice in Wonderland lie + I 9
Tieasure Island (10 + ) 9
l»!aido10riiQ + > 9
Swiss Family Robinson (to -I- 1 9
Below the Root ! 1 0' -1- i 9
Kayden Score Imp For SAT
Maih/VerbalandEiams 35
Spinnaker
Ficamaker (3-31 22
Alphabet Zoo (3-71 IB
Kids on Keys (4-9) IB
MalhSuslirsrS 141 22
KiOwriler(6-10) 22
Homework Helper Math no -I- ) 29
Homework Helper Wrlle (10 -f ) 29
Early Learning Friends (3&I 6
Grandma's HQuse 6
Educational Videos-Spinnaker
Readers of l.ost Alpha ifj-3i 12
Adventures o1 Time Tail i5-8i 12
Search lor stolen Senisnte 1 2
Close Encounters ol MaDi Kirid12
Captain Kangaroo Videos
Right Thing To Do 1 3-3i 9
Fivorlle Adventures i]'Sl 9
Tales From Mother Goose I3'8l 9
SiilyStories/ScaryTales 3 81 9
Beat The SAT -Verbal Video IS
Real The SAT - Math Video 1B
Whoie Brain Spell fSublogic) EA 25
PagesetteriilcaD'S-i
Gold Spill or Laiir Script
Pilntmasler Plus (flroi^n Wl
Publisher 1000 1 NESoltl
Logrsl±x (Piogress)
Leicheck (CDA)
Scribble (Bro^nWI
Talking Coloring Book IJMH1
Superbass (ProQress)
rVTerrtlB-ownWl
Videostapt (Aegis)
WordjerlKt
Draw Plus (Aegis)
Digli lAegiji
VlZiWrrielPriMr5S5l
Amiga 50()-51 2 Eip Boards
Unkont Educatknnis
S99
30
39
129
99
29
69
24
99
69
119
229
169
59
99
139
call
!! FREEH
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Computer Classics
with order totaling
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lunor lo Mt i.T ^nd * (aardimiM. DAlibiK
vjtun ir*¥ bt jllrrrd, copini or nrm*»rd.
VlCWWJrNT OUNGtSi
AxJmulh •£le**ii«n -Rjngr -Fofu^-H^runi-
Ul «nd VtiUcA\ dltplaceiTifrtt
HIODEN LINE REMOVAL and ttmwiopit
TlcwrinR modr
OBJtCT MANIPULATION;
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Ftirum
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Cnrirfltkd by (Pr*t«^k,I mh" P-"^ K^jU Pid . 4up,r ^tuh. . ri*»l Pm- . Ti^h St.
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Eilrnuvv H«lp \t«nui lo jid latn
Phfli diiBipfiiiliiini
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Continued from pg. 104
11,5'BGDM
1033 DATA 25,19'BFCA
1034 DATA 12, 2, "UPPER AND" LOME R-CASE
LETTERS AND GRAPHIC CHARACTERS",
3,8,1'BLEQ
1035 DATA 18,1,3,20,5,18,19,5,20'BWBF
1036 DATA 11, 2, "55296 TO 56295", 3, 15,
12, 15, 18, 13, 5, 13, 15, 18, 25 "BLKM
1037 DATA 11, 2, "POKE 53280 , X" , 2 , 15 , 18 ,
4, 5, 18, 3, 15, 12, 15, 18 'BJIM
1038 DATA 11, 2, "80 CONSECUTIVE
CHARACTERS", 16, 18, 15, 7, 18, 1,13,
12,9,14,5'BJSR
1039 DATA 11,3," (E.M.) NO MORE (RAM)",
15,21,20,15,6,13,5,13,15,18,
25'BLEQ
1040 DATA 10, 2, "NUMBERS REPRESENTING
CHARACTERS", 19, 3, IB, 5, 5, 14, 3, 15,
4,5'BEKL
1041 DATA 10, 2, "COMMANDS EXECUTED
IMMEDIATELY ",4,9, 18, 5, 3, 20, 13, 15,
4,5'BEXM
1042 DATA 10,1, "POINT FOUND BY ITS X
AND Y VALUE", 3, 15, 15, 18, 4, 9, 14,1,
20,5'BFCN
1043 DATA 10,1, "PRINTER, DISK DRIVE,
TAPE PLAYER, AND OTHER DEVICES",
16,5'BKJQ
1044 DATA 18,9,16,8,5,18,1,12'BTQF
1045 DATA 10, 2, "NOTHING BETWEEN TWO
QUOTES ",14, 21, 12, 12, 19, 20, 18, 9,
Attention
Programmers
Have you written a program ttiat you would like to
stiare witti ottiers — and moke a He money
while you're at it?
Commodore Magazine
is now accepting
quality programs.
• A BASIC routine for handling a difficult problem
• A project ttiat uses ttie Commodore 64, 1 28 or
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• A game ttiat is sure to win-over the world
• A utility tor helping with mundane chores
• A nnachine longuage routine to make programming
easier
Send for your Guidelines for Writers
today!
Commodore Magazine,
1200 Wilson Drive, Wesf Chester, PA 19380
ATTN: Guidelines for Writers
14,7'BIXQ
1046 DATA 10,1, "SMALL PROGRAM IN
LARGER PROGRAM" ,19,21,2,18,15,21,
20,9,14'BFSR
1047 DATA 5, 9,1, "CONNECTION BETWEEN
COMPUTER AND PERIPHERAL" , 9 , 14 , 20 ,
5,18'BTMT
1048 DATA 6, 1,3, 5, 9,1, "SOUND WAVES
PER SECOND", 6, 18, 5, 17, 21, 5, 14, 3,
25'BKVS
1049 DATA 9,1, "EITHER TRUE OR FALSE",
3, 15, 14, 4, 9, 20, 9, 15, 14 'BCGR
1050 DATA 8, 1, "TRIANGLE, SAWTOOTH,
PULSE, NOISE", 23, 1,22, 5, 6, 15, 18,
13'BATM
1051 DATA 8,1,"(K) 1024 " , 11 , 9 , 12 , 15 , 2 ,
25,20,5'BASF
1052 DATA 7,1, "PERFORM A COMMAND", 5,
24,5,3,21,20,5'BVEJ
1053 DATA 7,1, "BASIC INSTRUCTION" , 3 ,
15,13,13,1,14,4'BWYK
1054 DATA 7,1,"BIT=(0 OR OFF) " , 4 , 9 , 19 ,
1,2,12,5'BUXJ
1055 DATA 6,1, "COMPRESS A PROGRAM" , 3 ,
18,21,14,3,8'BTUM
1056 DATA 6,1, "FLASHES ON AND OFF", 3,
21,18,19,15,18'BVPN
1057 DATA 6,1,"BIT=(1 OR ON)", 5, 14,1,
2,12,5'BSGM
1058 DATA 6,l,"BASE-2 S YSTEM" , 2 , 9 , 14 ,
1,18,25'BTPN
1059 DATA 5,1, "BEGINNER'S ALL-PURPOSE
SYMBOLIC INSTRUCTION CODE", 2,1,
19,9'BNVX
1060 DATA 3, 5,1, "ONE DOT RESOLUTION",
16,9,24,5,12'BTUI
1061 DATA 4,1," (S SHIFT A) OR S
[SHFT A] ",19,1,22,5'BOAH
1062 DATA 4,1,"(TI) ",20,9,13,5'BOWF
1063 DATA 4,1,"(G SHIFT 0) OR G
[SHFT O] ",7,15,20,15'BPDJ
1064 DATA 4,1," (R SHIFT E) OR R
[SHFT E] ",18,5,1,4'BNHK
1065 DATA 4,1, "UPPER RIGHT HAND
CORNER" ,8,15,13,5' BOLN
1066 DATA 4,1," {P SHIFT O) OR P
[SHFT 0] ",16, 15,11, 5'BPPN
1067 DATA 0,0,"0",0'BGYH
10000 FOR Q=1784 TO 2023:POKE Q,32
:NEXT Q: RETURN 'GRYX
10010 FOR Q=1744 TO 1783:POKE Q,32
:NEXT Q'FQNX
10020 FOR Q=1752 TO 1780:POKE Q,160
:NEXT Q'FRJY
10030 POKE 1761,32:POKE 1764,32
:POKE 1771,32'DXRA
10040 FOR Q=56024 TO 56052:POKE Q,5
:NEXT Q: RETURN 'GSFC
10050 POKE S+4,33:FOR Q=0 TO 500
:NEXT QiPOKE S+4 , 32 : RETURN ' JUHF
10060 FOR C=0 TO 3:P0KE S+11,17
:FOR F=0 TO 150:NEXT F
:POKE S+11,16:F0R F=0 TO 50
:NEXT F'PHRH
10070 NEXT C: RETURN 'CCPY ENID
106 COMMODORE MAGAZINE
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PAINTWORKS 25.99
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SHANGHAI 19.99
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TOYSHOP 34.99
CAULDRON 18.99
DATA EAST
COMMANDO 19.99
EXPRESS RAIDER 19,99
KARATE CHAMP 9.99
KUNGFU MASTER 9.99
TAG TEAM WREST 19.99
BREAKTHROUGH 19.99
DATA SOFT
ALTERNATE REALITY
CITY 19.99
BRUCE LEE 11.99
CONAN 1 1 .99
GODNIES 11.99
ZORRO 11.99
ALTERNATE REAL
DUNGEON 25,99
DIGITAL SOLUTIONS
POCKET FILEB64 24.99
POCKET FILER 2 36.99
POCKET PLANNER 64 24.99
POCKET PLANNER 2 36.99
POCKET PLANNER 128 , . . 29.99
POCKET WRITER 64 24.99
POCKET WR ITER 12B 29.99
POCKET WRITER 2 36.99
ELECTRIC DREAMS
ROCKY HORROR 12.99
SPIN DIZZY 9.99
TITANIC 12.99
ZOIOS 9.99
ELECTRONIC ARTS
ADVENTURE COW SET . , . .25,99
AGEOFADV 9.99
AMERICAS CUP 21.99
ARCHON 9,99
ARCH0N2 9.99
ARCTIC FOX 21.99
AUTO DUEL 32.99
BARD'S TALE 25.99
BARD'S TALE 2. 25.99
BATTLE FRONT 26.99
CARRIERS AT WAR 32.99
CHESTMASTER2000 2S,99
ONE ON ONE 9.99
HEART OF AFRICA 9.99
LORDS OF CONQUEST 21.99
MARBLE MADNESS 19.99
MOVIEMAKER 9.99
MUSIC CONSTRUCTION . . . .9.99
OGRE 25.99
PEGASUS 59.99
PINBALL 9.99
RACING CON 9.99
REALMIMP 9.99
SEVEN CITY 9-99
SKY FOX 9.99
STAR FLEET 25.99
SUPER BOULDERDASH 9.99
TOUCHDOWN FOOTBALL . . .9.99
ULTIMA 3 32.99
ULTIMA4 38.99
WORLD TOUR GOLF 1 9.99
DAN DARE 12.99
EARTH ORBIT M9.99
LEGACY ANCIENTS 19.99
ROAD MOSCOW 25.99
RUM MEL BATTLES 25.99
RUSSIA 24,99
SANXiON , ,-12.99
VIDEO TITLE SHOP 19.99
EPVX
DESTROYER 24.99
JETCOMBAT 12.99
MOVIE MONSTER 24.99
ROGUE 24.99
SUB BATTLE 24.99
SUMMER GAMES 12.99
SUMMER GAMESII 24.99
SUPER CYCLE 12.99
TEMPLE APSHAI 12,99
WINTER GAMES 24.99
WORLD GAMES 24,99
STREET SPORTS
BASEBALL 24,99
STREET SPORTS
BASKETBALL 24.99
CALIFORNIA GAMES 24.99
FIREBALL
ELITE 19,99
THE PAWN 24.99
STARGLIDER 24,99
TRACKER 24.99
GAMESTAR
GPL FOOTBALL 21.99
OM COURT TENNIS 1 7,99
TWO ON TWO BASKETBALL21 -99
BASEBALL/FOOTBALL 9,99
"^^
fz. commodors
INFOCOM
HITCH HIKERS GUIDE 24.99
HOLLYWOOD HIJINX 24 99
LEATHER GODDESSES - - - 24.99
MOON MIST 24.99
WISHBRINGER 9,99
ZORK TRILOGY 36.99
3DRK2 14.99
ZORK 3 4.99
SUSPENDED 4.99
SSI
BATTALION COMM 24.99
BATTLE CRUISER 36.99
BATTLE GROUP 36.99
CARRIER FORCE 36.99
RGHTER COMMAND 36-99
PHANTASIE2 24.99
PHANTASIES 24.99
QUESTRON 24,99
RINGS OF ZILFIN 24.99
REBEL CHARGE 29.99
WAR GAME CONST 19.99
WAR SOUTH PACIFIC 36.99
B-24 22.99
REALMS DARKNESS 24.99
PRESIDENT 1988 14,99
SPINNAKER
ALF 4.99
KUNGFU 1 9.99
KUNGFU 2 9.99
STRIKE COBRA 9.99
Z-PILOT 5.99
FILER 6,99
PL-ANNER 6,99
WRITER 6.99
DARK TOWER 6,99
STAR TROOPER 6,99
BAZOOKA BILL 1 1 .99
ROGUE TROOPER 11.99
SKY RUNNER 17.99
KARATE CHOP 6.99
MISC. SOFTWARE
ENTERTAINMENT
SUPERSTAR ICE
HOCKEY 21,99
HYPER SPORTS 9.99
MIKIE - 9.99
TRACK&FIELD 9.99
KUNGFU 9.99
PIRATES 24,99
DEFENDER CROWN 21.99
DARK HORN 17.99
STORM 6.99
DEEP SPACE 24.99
THUNDER CHOPPER 17.99
UP PERISCOPE 17,99
BRIDGE 4.0 14.99
STRIP POKER 18.99
SUPER BOWL SUNDAY 22,99
GHOST & GOBLINS 18-99
GUNSMOKE - 18.99
TROJAN 18.99
1942 18.99
CIRCUSCHARLIE 9.99
GRAOIUS 16-99
PING PONG 9,99
IRON HORSE 18.99
JAIL BREAK 18,99
RUSH & ATTACK 18.99
SUPER BASKETBALL 18.99
F-15 , 21.99
GUNSHIP 22.99
SILENT SERVICE 22.99
TOP GUNNER 15,99
MICRO LEAGUE
BASEBALL 24,99
BOP&WRESTLE 18.99
PAPER BOY 24.99
SUB LOGIC
BASEBALL 32.99
FOOTaALL 26.99
aiGHTSIM 22.99
GAUNTLET 24-99
MSC. SOFTWARE
UTILITIES
PAPERCLIP 26,99
BLAZING PADDLES 22.99
WORD WRITER 3 29.99
PAPERCLIP II 47.99
DATA MANAGER 128 39.99
PARTNER 128 39.99
SWIFTCALC 128 39.99
WORDWRITER 128 39.99
TRIO 128 42.99
TIMEWORKS
DESK TOP PUBLISHER .... 39.99
FAST LOAD 22.99
PRINTERS
STARNPIO 129 99
STARNXIO 159.99
STARNX1000 169.99
EPSON LXeOO 169.99
XETEC JR.
INTERFACE 34 99
PRINTERS
PANASONIC 10301 149.99
PANASONIC 10911 1B9.99
PANASONIC 10921 299.99
PANASONIC 3131 269.99
XETEC SR.
INTERFACE , , 54,99
JOYSTICKS
BASIC 3,99 DUSTCOVERS ..,4,99
GEMINI 4.99 DISKNOTCHERS 1.99
EPYX 13.99 COLOR51A ".. 4.99/10
BOSS 10.99 BULK 51/4" 32e
BAT 15.99 DID DISK
SURGE PROTECTOR 9,99
CAU FOR COMPLETE CATALOG
HOW TO ORDER: CASHIER CHECK, MONEY ORDER. MASTERCARD' OR VISA' (ADD 4% FOR CHARGE CARDS) ... NO PERSONAL CHECKS . , , NO C.OD.'S . . , SHIPPED
U.P.S ALL PRICES SUBJECT TO CHANGE W/THOUT NOTICE
SHIPPING: ADD i3.00 ON ALL ORDERS UNDER SIOOOO . . . ADD S5.00 ON ALL ORDERS OVER $100.00. ACTUAL FREIGHT CHARGED ON MULTIPLE ORDERS.
INTERNATIONAL: ACTUAL FREIGHT CHARGED ON ALL ORDERS OUTSIDE THE CONTINENTAL UNITED STATES INCLUDING A.P.O.
POLICIES: NO RETURNS WITHOUT A RETURN AUTHORIZATION ... NO RETURNS UNLESS DEFECTIVE. ALL DEFECTIVES WILL BE EXCHANGED ... NO EXCEPTIONS.
PLEASE SPECIFY . . .
CALL OB WRITE FOR FREE CATALOG
can ELECTRONIC ONE r6I4J 864-9994
P.O. BOX 1 3428 COLUMBUS. OBIO 432 1 3
JIFFIES"
by Michael D. Leidel
Compare-PGM
Forthe64,128andPlusl4
Programmei-s often save the same program on more than one
disk or under diflFerent filenames on the same disk. There may
be several reasons for making multiple copies of a progi-am:
backing up for security, pit)gi-ain development, or distribution to
usei-s. Finally, a progi-am might accidentally be saved on a dif-
ferent disk.
In any case, if one of the duplicated versions is altered then
they are no longer the same program. If modifications ai-e made
to one of several copies we need a way to know which one has
been altered. Even if we know which one was changed, how will
we remember exactly what changes were made?
The VERIFY Command
The VERIFY command will tell us that two programs ai-e dif-
ferent. If there are more than two programs to he checked, VER-
IFY can quickly find the altered vei-sion. However, VERIFY will
never tell us where the progi'ams difler.
Documentation
Documenting pi-ograni changes in REM statements could be
the best solution. Changes could be noted in REM statements
near the beginning of the progi-am. The date, line number and
comment for each change would suffice. For example:
110 REM 7;20/87:801:in.serted line
112 REM 8/5/87:810-855:new merge logic
Even a single date of the last update as a comment would help.
However, because we are human no matter how dedicated we be-
come at documenting programs, errors will be made.
Compare-PGIVI pro\ides an answer
Compare-PGM is a progi-ammei's tool to help find program-
matic differences between two PGM disk files. It can be ran
without modification on the 64, 128 and Plus'4 computers. It
reads each program at the same time comparing them — line by
Etrfnri- Ijping ihis program, rrad "How to Enicr Progfjms" anJ "Hon- lo I'st the MasJ^in*
tniry Program " Thi' B.^SIC programs in thi.s magaiini' iri.- availihk' un ikk from I.oaih>ur,
P.O. Box 3000",Shrevcpori. U "11<(I UOO", t-8IMl-HM-2694.
Compare-PGM
110
120
130
140
150
CI
PRINT" [CLEAR, RVS, SPACES, SHFT
[SHFT 0] [SHFT M] [SHFT P]
[SHFT A] [SHFT R] [SHFT E,SPACE2,
SHFT P] [SHFT G] [SHFT M,SPACE12,
RVOFF) "'BAJJ
PRINT" [DOWN, SHFT E] NTER [SPACE2 )
FIRST [SHFT P,SHFT G,SHFT M]
FILE NAME": INPUT F1$'CECH
PRINT" [SHFT E]NTER SECOND [SHFT P,
SHFT G,SHFT M] FILE NAME"
:INPUT F2$'CEHI
PRINT:PRINT" [SHFT P]
RESS 'Q' TO QUIT, [SHFT P]
RESS ANY OTHER KEY"'CBLL
PRINT" [SPACE?) TO HALT AND RESART."
:PRINT'CBOH
Easily compare any two program listings to
find changes, insertions and deletions.
line. It takes several short-cuts by passing over spaces, colons
and REM statements since logically they don't make a differ-
ence. Compare-PGM compares one progi'am file against a sec-
ond, listing by line number all CHANGES, INSERTS and DE-
LETES occurring in the second program.
USING Compare-I»GM
Compare-PGM is small and easy to use. First, the programs
to be compared must be saved on the same diskette. Then
LOAD Compare-PGM and RUN. When you enter the filenames
of the programs, remember that the Compare-PGM will list the
line numbers fiTjm the second progi'am that are found to be dif-
ferent. After entering the filenames, you may select whether to
print the output on the (Slci-een or (Plrinter While the program
is running, press "Q" to end the program and press any other
key to pause and resume. Q
160
165
170
180
190
200
210
220
230
240
250
R$=CHR$ (143) : INPUT" { [SHFT S)
)CREEN OR ([SHFT P])RINTER";
V$'DLWL
OPEN 2,8,2,F1$+",P,R"
:OPEN 1,8,15' DQCM
INPUT#1,E,E$:PRINT E,E$,F1$
:IF E>0 THEN 700'FVMJ
OPEN 5,8, 5,F2$+",P,R":INPUT#1,E,E$
:PRINT E,E$,F2$:IF E>0 THEN
700'HGFO
GOSUB 660:PRINT:PRINT" [SHFT MJ
ODIFICATIONS TO "; F2$ ;":": PRINT
:GOSUB 680'FPRP
GET#2,A$,AS:GET#5,A$,AS
: GOSUB 420'DVBB
L1$=""'BDHX
GET#2,A$:IF ST>0 THEN E2=l
:GOSUB 430:GOTO 280'HUSG
IF A$=""THEN RF=0:GOTO 280'FJGE
IF A$=" "OR A$=":"THEN 220'FHEE
IF RF THEN 220'CFSD
Continued on pg. 126
108 DECEMBER 1987
imMMiiMMhim
J
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PARTNER 128
BANH STREET WRITER
PAPERBACK WRITER 128
GRAPHICS PROGRAMS
PRINTSHOP
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SWIFTCALC 128
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NO SURCHARGE FOR CREDIT CARD ORDERS
CatlHal etncL Bant lUtK. Mailitcaii, Vka, Am-Ei. Dmtr'i Ckik, Cani-Blamln, Dnonr Coil l«i (. O 0.< isaftti. Nt
adJilMul fHcfiar|a (ar ciaJA -jri afdfn, NoR-cartifitd chacka must wail 4-4 waakt ckaranea. M*My ordtra art aaA-ctrtiTifd
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Adventure Road
Continued from jig. 48
Then you can move the light about to
spothght other ai-eas in the square. With-
out a light, you can "feel" yom- way
around in the dark by choosing "what is"
and scanning the room \\ith the cursor.
That enables you to find light switches.
The game has five alternative endings, so
you can play it more than once. (A sepa-
rate disk is i^equired for each saved game
position.)
To Outer Space
and Spanish Main
Even more action awaits those who en-
ter the world oWan Dare. Pilot of the Fu-
ture. Based on a British comic strip char-
acter, Dan Dm-e is an action-style adven-
ture that combines arcade thrills with ob-
ject-oriented puzzles as you tiy to prevent
an asteroid finm crashing into eaiih.
Mekon, an evil alien, has progi'ammed
the asteroid on the collision com-se as a
way of forcing earth to sun-ender to him.
His main base is on the asteroid, depicted
with TV-stry'le cartoons and exceptional
animation, where you must also rescue
some of your ftiends fi-om the alien
Treens. A joystick interface lets you move
Dan around and make decisions involving
objects that may be manipulated. Look for
another Electronic Ai1s import soon —
Dragon's Lair. This one combines all the
sequences fitim the arcade games (Both
Lair I and Lair IL all on the same disk)
into a fast-moving action adventure.
Yet another action-packed adventure,
Pirates! is the first role-playing game
fit)m MicroProse (best known for their ae-
rial simulators). This one plays a lot like
Seven Cities of Gold. You assume the role
of a pirate whose goal is to acquire a for-
tune in booty. This means tracking down
clues to the location of a pair of treasui-e
ships. Characters you meet along the way
will offer tips and hints,
There's plenty of combat in store. You
can fight ship-to-ship and ship-to-shore,
and when attacked by an enemy captain
you may choose fiiim three kinds of
swords for man-to-man battle. Sometimes
victory in a sword fight nets you a new
ship or maybe a new piece of a treasm-e
map. Besides seeking treasui-e and fight-
ing the enemy, you'll have a number of
other quests to fulfill. These are usually
interiocked: find enough pieces of the map
showing the location of a lost relative, and
you'll get part of a map showing the hid-
ing place of a vast Inca treasure. You've
also got to keep youi' crew satiated with
plunder, loot and food, or they'll grow rest-
less and desert, taking your gold with
them.
The interface relies solely on the joy-
stick. You get a bird's-eye \'iew of the
ocean and youi" ship, and see a menu of ac-
tions and an illusti-ation when you enter a
towTi. Sound effects are vaiied and well-
done. It's not too demanding a quest, but
the engaging acti\'ities and pleasant in-
terface make this worth your while if you
like games focusing on exploration and
acquisition — or if you just happen to like
Pirates!
Last Minute News
Bard's Tale III will be released on the
Apple first, though the first two were ini-
tially done on the 64. Seems to be related
tffl the fact that author Michael Cranford
has left Inteiplay to launch his own com-
pany. (Interplay is doing the sequel.) Be-
yond Zor/e, which will require a 128 or an
Amiga, will be the first Infocom game
that lets you actually fight grues! Not
only that, but you'll also have role-plajing
attributes like armor class and dexterity
instead of just a score, there'll be countless
monstei-s to fight, spells to cast, stores to
shop in — plus color, auto-mapping and
an Undo featm-e!
Clues of the Month Club
Ken St. Andre, who runs the Adventure
Constmction Set Fan Club, recently sent
me a stack of tips for Legacy of the An-
cients. Some of the most useful: Deadlier
than monstei-s ai-e the traps in the dun-
geons. Tb avoid them keep your command
set on Xamine and hit the fire button ev-
ery four steps or when you turn a comer
This will save hundreds of hit points. Tb
get more than one sapphire on the same
trip: save your chai'acter at the bottom of
the dungeon in the Pirate's Cave, then
shut down and reboot. The treasure chests
will be restored. You can't get another
Crown, but there will be another sapphire.
Thke it and repeat. This also works with
boxes that restore hit points. In combat,
especially deeper dungeon levels, spells
are more powerful than weapons. Weaken
a foe with flame or firebolt, then finish
him off with your psycho-sti-ength en-
hanced fighting ability. Save Kill Flash
and Befuddles for real trouble.
Randy Sluganski offered this tip for
Pliantasie lit Visit straw hut east of
Flagler ear'ly in the game and Nikademus
will raise tw'o of your part>''s attributes, lb
avoid getting burned in his Conidor of
Fire, step on dots in this oixler: east, south,
north, south, east, south, east, east, east.
In Nik's i"oom, break his w^and. Q
Professional Text Engine, VI .0
I Cimlinttcd from i)f<. 42
PfE features an Undo
command and also has the
ability to recall all of your
previously typed commands
so you never have to worry
about retyping a long
I command line if you make a
I mistake.
The state file for a given text file contains
infoiTnation like cursor position, insertion
mode, ciUTently marked text a:«as and
tab settings. When a file is loaded for edit-
ing, if a state file exists for it, it will be ex-
ecuted, putting you in exactly the same
position, with the same editing environ-
ment as when you last saved the file. No
more typing a whole fine of tab stops ev-
eiy time you start up the editor.
Almost Perfect
Lest you think me on the author's pay-
roll, I should also note some ofPTE's limi-
tations. One is ceitainly its orientation to-
ward pui-e text; there is a distinct lack of
any page foiTnatting or text style func-
tions. You can't display anything but
"plain" text on the screen (no underlining
or boldface).
Even with its commendable manual,
PTE is complicated enough to i^equire ten
to twenty hom^s to become really familiar
\^ith it. Progi'ammere will have no diffi-
culty learning it, and it's a lot of fiin to fid-
dle around with and see what you can
make it do. Beginners, on the other hand,
would be better off with an editor whose
keys cannot be accidentally redefined.
One ofPTE's di'awbacks is its sheer
size. It takes over lOOK of PlAM, and on a
512K Amiga with PTE running and a
couple of windows open, there isn't room
for a whole lot else.
Summary
What Professional Text Engine does, it
does brilliantly, which is complex, multi-
file "power" text editing and manipula-
tion. I cannot recommend PTE for word
processing, for novices, or as a general
puipose "quick fix-up" editor. On an
Amiga with more than 512K of RAM, it
functions splendidly as a resident pro-
gi-am development editor, and its ability
to fine-tune every keystroke to your indi-
vidual taste makes it a joy to use. Q
no DECEMBER 1987
1-800-331-7054
1 -800-233-6345
So{iiMi^ Valued 14^. ^o. SO 7a O^UCfUud WUedeiaU P^Ucei.
ENTERTAINMENT
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JACK AHACK
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EC€N€Aiy PI^INTEI^
• Two Color
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Telecommunications/ Inside Q-Link
Omliriuetl [mm pn. 52
you make corrections, or use short cuts
like moving 6ovm a line and then back a
few characters, to highlight exactly the
text to be deleted.
Once the desired text is properly high-
lighted, press the F7 key again. This time
a new menu is displayed with options to
Exit the Mark Mode, Delete the Marked
Tfext, or Save the Marked Tfext. The Exit
option lets you abort marking text with-
out affecting the original message. If yom-
original intention was to delete the block
of marked text, then move the cursor to
the Delete command and press Fl. The
marked text will be deleted and you'll re-
turn to the insert mode again, at the point
immediately following the deleted text.
Deleting a block of text with this meth-
od has other advantages. The deleted text
is actually saved in an internal buifer by
the editor, even though it has been deleted
from the main body of the message. The
original, deleted text is still available
from the internal save buffer until an-
other block of text is mai'ked. Thus, if you
made a mistake, the deleted text can be
restared if necessary.
The Append Tfext function in the edit
menu is what recalls any saved text from
the mtemal buffer and inserts it at the
current cursor position. Thus, the combi-
nation of mai'king text, deleting the
marked text, and then appending the text
saved by the deletion actually can be used
to peribrm a block move of text. The only
restriction is that you cannot move more
than nine lines of text at a time, since
that's the maximum number of lines that
can be marked.
One important thing to remember is
that any saved text is not lost when it's ap-
pended, so multiple copies can be inserted
if desired. But if you want to simply dupli-
cate lines or blocks of text, there's no need
to delete the lines first. After marking the
desired block of text and pressing F7, the
menu allows Saving the Marked Tfext
without deleting the original characters,
The original message is untouched, but
the marked text is available in the inter-
nal save buffer.
As I mentioned above, any saved text in
the internal buffer is not lost when you
append it into the original message. Actu-
ally, the saved text is never lost until you
mark a new block of text or you log off the
system. I found this extremel)' handy for
handling ver>' long text entries, where I
came to the 80-line limit of a message in
the middle of a paragraph. Ideally I'd like
to move that entire paragraph to the next
message and start over from there, but I
wouldn't want to retype what I just en-
tered.
Since almost everywhere you
go on Q-Link involves
reading or posting messages,
I thought 1 would go over the
various features of the
message editor
Well, it's really pretty simple. When you
hit the 80-iine limit, activate the editor
menu by pressing F7 and choose Put
Mark. Now use the cursor up keys to
mark the text backwards to the beginning
of the paragraph. Press F7 again to get
the nexl menu and select Delete Marked
Ifext. The paragraph is deleted from the
current message and you're returned to
insert mode at the end of the message
text. If desired, you can add some sort of
continuation warning. Press F7 and select
Send Message to post the current text.
Now to post the continuation, you first
have to re-display the message you just
entered. You don't have to display the en-
tire message, so you can press F5 to termi-
nate the display as soon as the heading
appeal's. Pressing FT brings up a menu
that allows posting a response to the origi-
nal message. Selecting that option starts
up a new message that will be posted as a
response to the message just displayed,
but you have to enter another heading
line for the new message.
Once the new menage is started and
you're into the insert mode, ready to start
typing text, press F7 before doing any-
thing else. Now use the Append Tfext func-
tion to insert the text that was previously
deleted from the original message. The
text is still available in the internal save
buffer, even though you're now working on
another message. After the text is insert-
ed you can continue typing as usual and
complete the information. Easy, huh?
If your information is extremely long,
and you need to enter additional re-
sponses, you only need to display the
original message the first time. After a
message has been displayed in any mes-
sage board, posting a response to that
message automatically adds your re-
sponse to the end of the current responses.
Thus, you can simply add one response
message after another or add your re-
sponse to an existing stiing of response
messages, after the original message has
been displayed only once.
Well, that covei-s most of the message
editor functions with the exception of the
QverssTite Mode. 1 haven't found much
use for this mode yet, but it is there if you
want to experiment with it. \\Tien you ac-
tivate this mode, e.xi sting text will be
overwritten with new text as you type, in-
stead of pushing the old text down the
screen. This can get a little confiising,
since RETURN characters are counted
just like any other character when ovenv-
riting text, and strange things can hap-
pen.
Whenever Ovenvrite Mode is selected,
you'll always return to that mode until
you finish the message or select the Insert
Mode. This may have some sti-ange effects
on appending text as well, lb avoid trou-
ble , I recommend staying away from the
Overwrite mode for now.
All of this is great in theory, but it takes
a little practice and experimentation to
really see how things work. So why not try
it out and play around with the message
editor a little. All you have to do is go to
any message board on the system and se-
lect the option to create a new message.
Enter any heading of your choice and
then play around with the editor Just be
sui-e not to send the message to the sys-
tem if you're just playing around! You'll
just create a lot of work and waste Q-Link
disk space if you post a meaningless mes-
sage.
If you ever want to abort a message
once you've started one, simply press the
F5 key whenever you're in the insert
mode. The system will ask for confirma-
tion and all you have to do is press RE-
TURN to terminate the editing session
and discard any text entered. In case you
haven't noticed, the system doesn't assign
a serial number to a message until it's ac-
tually completed and sent to the system.
The heading displayed while editing your
message doesn't have a serial number dis-
played.
One other parting comment on mes-
sages: there are a few graphics keys avail-
able if needed. You might want to try us-
ing the shifted asterisk, plus, minus and
up-arrow keys to see what they pixxluce.
All other graphics are disabled along with
all other contiols and special chai-acters
when using the message editor.
That should be enough to get newcom-
ers started and teach a few old timers
some new tricks with the message editor
as well. As always, if you have any com-
ments, questions or ideas for future col-
umns, please let me know. I can be
reached by E-Mail to RBAKER almost
daily. g
112 DECEMBER 1987
The Ultimate
Development for your
Commodore Comi
IffifNA
a
All New, Now with Windows!
Totally redesigned, The FINAL CAR-
TRIDGE III is a 64K, completely ex-
ternal operating system created
specifically for the Commodore 64,
64C and 128 {in C64 mode).
Simply plug it in and you have more than 60
new COMMANDS and FUNCTIONS added
to your computer with no loss of memory.
Easy to use Windows and Pull- Down Menus
work with either mouse, joystick or
keyboard. Transforms your Commodore into
an Amiga look-a-Like. Ari unlimited number of
windows can actually be open and on the
screen at the same time. Use pre-program-
med windows or add your own.
The original Final Cartridge took the place of
6 separate devices,
but the FINAL
CARTRIDGE III
does all that plus
much more.
A partial listing of
some of The Final
Cartridge Ill's fea-
tures: 1) Disk Turbo-25(i»!M/as/er loading
with special formatting, 15 times faster by
direct loading and saving; Tape Turbo-iO-i5
times faster tape access; 2) Pre-programmed
Function Keys-simple keystroke for most
often used command sequences for RUN,
LOAD, SAVE, CATALOG, Disk Commands,
LIST (removes all protections); 3) Extended
Machine Language Monitor-with relocated
load-scrolling up or down, bankswitching, and
more: 4) Built-in Printer Interface(cable op-
tional)-prints all Commodore graphics and
control codes with screendump utility; 5)
Basic Tool Kit with many pre-programmed
fijnctions to help the serious programmer-
Automatic Line Renumbering (in-
cludes Gotos and Gosubs), Delete,
Old (recovers accidentally-deleted
programs). Find flocate specific lines). Help
(debugging utility). Disk Append (easDy add
new programs to existing files), and more; 6)
Backup Capability-backup any memory resi-
dent software at any point after load; 7) Built-
in 70 (Column (80 Column printing) window
driven word processor with proportional
characters; 8) Built-in Clock/(i;alendar and
Calculator; 9) Joystick Port Changer; 10)
Keyboard Extras (scrolling up and down and
re-start listings; 11) 24K extra RAM available
for basic programs; 12) Operates printer as
a typewriter; plus much more.
The Final Cartridge III has an improved
Window driven Freezer with 16 sub
menus, color changes, 4 resets, cen-
tronics/serial screendumps, print vector
setting, reverse printing, stop and con-
tinue almost everj- program, make a
total backup to disk or tape (backup will
run without cartridge), does 50K in 10
seconds, built-in sprite killer
The Screendump capability allows printing of
low-res, high-res and multicolor in 12 shades
of grey or ftjll color, prints fiill page, Character
mode, banner, small, large, color, sprites,
searches automatically from memory address
of picture,
So many features that space does not allow
full description. Call or write for complete
information.
".../ can Y begin to think of a cartridge idiich
does so many useful things... a tremendous
value, a tnust item for the BASIC and
tnachine-langitage programmer. ' '
-Art Hunkins, Compute's Gazette 7/87
"No need for all those extras
wiven yoit liave this C-64 assistant. . .a conven-
tio)ial review doesn't do the Final Cartridge
justice. ..fun at this price is a rarity."
-Tim Walsh, Run Magazine 9/87
One year warranty plus 100% reftind if not
completely satisfied within 10 days.
Final Cartridge III $69.95
Final Cartridge 11* $39.95
Final Cartridge I* $24.95
Standard Centronics
Printer Cable $19.95
'limited quantities a\'ailable
Attention Schools and Educators
C-Scan -I- is the ultimate network for
Commodore computers, eight com-
puters share one or two disk drives, and
only one printer and software program is
needed. Simple installation, auto scan-
ning and auto power on. Works with The
Final Cartridge. 1 year warranty.
C-Scan+ $199.95
Cables available in the following lengths:
9 ft.... $13.95
12 ft.... ,$15.95
18fl....,S17.95
36 ft.... .$19. 95 ~ '-'"M
Special prices for certified user groups.
Dealer and Distributor inquiries welcome.
litia^^iM'ciWPtii'J .,.1 "^ "
^
1 f il
|l22S|o-<->w^'^» 3'""'— HiLJ ^^Hjj^l
COMPUTERS
OF AMERICA
SamplL'Winilu'
Home & Personal Computers of America, 154 Vallev Street, South Orange, NJ 07079
201-763-3946 or, dealers only, 201-763-1693
Improvements to let you get the most out of your computer. . .
Sample Wndow
Tips & Tricks/64 and 128
Continued from pg. IB
as possible. If the interference pereists, try reversing your power
plug in its socket. This is impossible with three-prong plugs or
polarized two-prongers, but on the others it sometimes gives im-
pressive results.
• With TV sets, the antenna cable is the most likely entrance
point for interference. Use a single piece of shielded coaxial ca-
ble between the compter and the TV's antenna terminals. (Your
local electi^nics store should be wilting to make one up for you.)
Kyour set has a shielded antenna connector, use it. If it has only
screw terminals, install a cotix matching transformer. Eliminate
all unshielded wiring in the antenna circuit, and eliminate the
TV/computei- switch box. Then you'll have to switch from TV to
computer by physically switching the cables, but if you have the
right cable connectors, that's not so hard to do.
• If you MUST retain the TV'computer switchbox. run a wire
from the case of the switchbox to a good ground. In houses with
three-prong electrical sockets, the screws on the outlet covers
are usually ver>' well grounded.
• If you like unusual interference fees, tiy putting alumi-
num foil or a flat aluminum object under your computer Fan-
tastic results have sometimes been reported.
• You can use antenna fdters to i-educe .scTeen interference on
TV sets. Radio Shack's 15-581 and 15-582 have been known to
give good results. Since you want to remove any interference be-
ing sent into your set, connect one end of the filter as close to the
TVs antenna terminals as possible. Connect your switchbox
and/or computer to the other end of the iilter
• If your computer interferes \vith other TV sets connected to
the same antenna, one of the above filters can also be helpful. In
this case, connect it between the common antenna line and your
TV/computer switch box. Unlike in the tip just above, the idea
here is to filter out whatever your computer may be feeding back
into the antenna.
• Finally, if you have interference that you suspect is coming
in over the power lines, trv a line filter such as Radio Shack's
15-1111.
I'icyS.T>r"->r
m,n r .
Video test pattern generator: The accompanying progi'am is
ver>' useM in setting the controls on the video monitor or televi-
sion display that you use with your computer Be especially care-
ful in typing line 180, and don't forget the .'iemicolon at its end.
Tb use the program:
• Run it and press a key as instracted. You should see a pat-
tern of eight vertical bai-s in different coloi"s, with labels at the
top of the screen and an in.struction line at the bottom. If you get
something else, cheek youi- tvping.
• If yom* monitor or T\' has an automatic brightness or color
control, turn it off at this point, (From now on, we'll call this box
a "monitor," even if it's usually used for watching football.)
• Tlim the monitor's Brightness control all the way up, then
turn it back down slowly, stopping as soon as the border appeal's
deep black.
• Adjust youi* monitor's Color control until the coloi-ed bars
have a pleasing intensity. Don't wony whether they are exactly
the right color — just make them colorful enough to please the
eye.
• Use the Tint control to give the bars the proper coloi-s.
• Press any key. If you've tvTDed the program coiTectly, your
scieen will be covei"ed with a Crosshatch pattern of black squares
outlined in white. Set the monitor's Contrast control to give a
pleasing overall appeaiance.
• Go through all these steps again and touch up the settings
of your controls. That ends the use of this program for setting up
youi- monitor.
You can use the ciusshatch pattern to make more sophisticat-
ed adjustments on the monitor If the squai-es ai^n't the same
si^ in all areas of the sci^een, they can probably be made so by
touching up the vertical height and lineaiity controls on your
monitor These are often found on the back of the housing or un-
der a flip-up panel on the front.
If the Crosshatch isn't uniformly white in all areas of the
screen, yom- monitor's convergence may be out of adjustment. If
it's bad enough to be distracting, see a qualified technician to
have the adjustment made.
Louis F. Sander
Pittsburgh , Pen nsylmnia
100
110
120
130
140
150
160
170
180
PRINT" [CLEAR, RVS,SPACE2]
VIDEO TEST PATTERN - LOUIS F.
SANDER[SPACE2] "
PRINT:PRINT" THIS HELPS YOU
OPTIMIZE THE SETTINGS"
PRINT" ON YOUR MONITOR OR
TELEVISION SET.
PRINT" [DOWN] PRESS STOP TO QUIT
NOW, OR PRESS ANY
PRINT" OTHER KEY TO SEE THE TEST
PATTERNS. . ,":GOSUB 270
:REM WAIT FOR KEY
POKE 53280, 0:POKE 53281,0
: S$=" [SPACES] " :REM SCREEN &
BORDER TO BLACK, SETUP S$
PRINT" [WHITE) PURP WHT [ SPACE2] BRN
[SPACE2]0RNG LRED CYAN RED[SPACE2]
YEL
FOR J=l TO 23
PRINT" [RVS, PURPLE] "; S$ ;" [WHITE] " ;
S$;" [BROWN] "; S $;" [ORANGE] ";S$;"
[L. RED] ";SS;" [CYAN] ";S$; " [RED] ";
S$;" [YELLOW] ";S$;
NEXT
PRINT" [RVOFF, WHITE] SET BRIGHT,
COLOR, TINT; THEN PRESS KEY";
:GOSUB 270:REM WAIT FOR KEY
FOR J=l TO 960:PRINT" [SHFT +]";
INEXT
PRINT"SET CONT, HOR & VERT,
THEN PRESS A KEY.";:GOS0B 270
:REM WAIT FOR KEY
GOTO 100
END
REM WAIT FOR KEYPRESS,
CLEAR SCREEN
GET A$:IF A$=""THEN 270
PRINT" [CLEAR] ";
RETURN
SEQ file reader Here's an amazing one-liner that will read any
sequential file and print its contents to the screen. Just replace
Conlinued on pg. 116
190
200
210
220
230
240
250
260
270
280
290
114 DECEMBER 1987
C^ Commodore^
WHEN YOU BUY A COMMODORE COMPUTER, YOU
AUTOMATICALLY RECEIVE OUR LATEST COMMODORE OR
COMMODORE-AMIGA BUYERS' GUIDE.
Published under the auspices of Commodore Magazine, the third printing of the
Commodore Buyers' Guide includes over 125 Peripherals, Accessories and Software
Programs from more than 55 Contributing Companies.
The Amiga book also has a 25 page Product Directory, an extra guide to Productivity,
Education, Entertainment, as well as Desktop Publishing, Programming Tools and
Graphics. Many new programs are now available for the Amiga 500 and the
Amiga 2000.
If you already own a Commodore computer and would like to get your copy of the
latest version of the Commodore or Amiga guide, pick one up at your Commodore
Dealer's Store.
Tips & Tricks '64 and 128
Continued from pg. 114
the word "filename" with the actual name of the file, then ex-
ecute the program. Did you ever do so much with so little?
John Matosky
Chieopee, Massachusetts
10 REM ** SEQ READER - JOHN MATOSKY **
20 OPEN 8,3,8,"FILEMAME" :FOR J=0 TO 1
:GET#8,A$: J=ST:PRINT A$;:NEXT
iCLOSE 8
PRINT <s on the (>1: This little program makes it easy to place
the cursor at any position on the 64's screen. Once you have ex-
ecuted lines 20 and 30, you can place the cursor by executing
SYS 850,row,column
where "row" and "column" are the numbers of the appropriate
screen location (the top row is numbered zero, as is the leftmost
column 1. Row and column can appear in the program as num-
bers, variables or expressions.
SumitAgganval
New Delhi, India
10 REM C-64 PRINTS - SUMIT AGGARWAL
20 REM TO USE: S YS 8 50 , ROW ,COLUMN
30 FOR J=350 TO 865:READ KrPOKE J,K
:NEXT
40 DATA 032,155,183,138,072,032,155,
183
50 DATA 104,170,164,101,024,076,240, *
255
Beating the serial bus blue.s; My Q-Link software, like many
Commodore 64™ Software
As low as $4/program!
The Manager by Commodore $9.00
A complete database manager that can or-
ganize anything from a small business to a
coin collection. Each Manger is in original
shrink wrap packaging. The retail price was
$39.95. Dealer discounts are available.
Educational Titles $4.00/ea
U.S. History, World History, World Geog-
raphy facts, French Tutor, Grammar, Spelling
Grade 6, Spelling Grade 7, Spelling Grade 8,
Reading Grade 3, Science Grade 3-4, Science
Grade 5-6, Biology. All new, in box.
To Order
Send check or MC/Visa number & expiration date lo
address below. Add S3/S&H for the first program and 50
cents for each one there after. Phone orders welcome.
Commodore 64 is a fsgislered (radamarft of CommodofB.
Pre-Owned Electronics, Inc.
Post Office Box 644 Lincoln, MA 01 773
Phone:(617)891-6851
commercial programs, won't work if a printer or other peripher-
als are connected to the serial bus. Just turning them off isn't
enough —they have to be physically unplugged fi-om the bus.
[Editor's note: Only certain combinations of computers and peri-
pherals cause this problem. I
After month.s of moving my drive to get to the back panel, and
months of wear and tear on my fragile connectors. I decided to
do something better A little experimentation showed that the
connection causing the problem was the ATN line at pin 3 of the
serial bus plug. This is the pin directly opposite the guide notch.
I made up a short connector cable with a miniature SPST tog-
gle switch in this line, and now I can u.se my software without
unplugging eveiylhing. My local Radio Shack canied all the
parts, and 1 built the cable in a few hours for just a few dollars.
Bruce H. McMillan
East Brookfield, Massachusetts
GEOS preference trick; GEOS allows customized preferences to
be put onto each disk, but it's normally fairly clumsy to do so.
You either have to create one from scratch for each disk, or use
the icons to copy one. An easier and faster way is to load up the
Preference Manager and load the preference you want to copy.
Remove the original disk and insert the disk that is to receive
the preference, then save the preference onto that disk. Now re-
move the disk and replace it with another one to i^eive the
same preference. Repeat this until your preference is on every
disk that is to receive it. Finally, place the original disk back
into the drive and exit the program.
Leon S. Brandy
Christiansted, U.S. Virgin Islands
1(>7() silencer: As most owners of Commodore's 1670 modem
know, the 1670 is an auto-answer modem. That means that
when the computer is on and the modem is connected, even if no
modem program is running, the 1670 will pick up the line and
start to send a carrier That can be most disconcerting to callers
who aren't expecting a computer to answer.
When this particular nuisance strikes, you don't need to turn
off the computer or disconnect the modem. Just pick up the tele-
phone and whistle into the mike. If you vary your pitch as if
you're calling your dog, the modem will quickly shut up.
Jason King
West Palm Beach, Florida
Ribbon interchange: The Commodore MPS-801 and the Com-
rex Model 220 printers use identical ribbons. If you own one of
these and can't find ribbons, look for a ribbon for the other
Yinicio Perez Coto
San Jose, Costa Riai
Two printers with one computer. It's well known that you can
attach two printers to youi" serial bus as long as they have differ-
ent device numbers. But even if they have identical device num-
bers, you can still do it, as long as only one of them has power
applied at a time.
On Commodore printers, this means just flipping the main
power switch off. But on printers that use an interface, it's the
interface's power that makes the difference, since it is the inter-
face that the computer sees as the printer You can control the
interface's power either by installing a switch or unplugging its
power connection.
At Morrison
Baltimore. Maryland Q
116 DECEMBER 1987
0809-Sl7e-008-|.
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jttle Names Behind the Big Name
Continued (mm pg. 86
"During the six months
working on tfie first project, I
found myself just wanting to
get away from the computer
and talk to someone. So I'd
just stop and call someone,
just to hear another voice."
was the 64 which got me stalled as a pro-
fessional programmer. That's where I fii-st
began making money programming.
"1 spend my days in a room smTounded
with nine different computer systems in-
cluding the Commodores."
How many hours a week do you p)Vf})vm?
Brian Far^o: "Everyone is expected to
put in at least 40 hours which has never
been a problem. There are no set working
hours, everything here is pretty relaxed. If
someone wants to program at midnight,
that's fine. Pixxiucing sofbvare is a ci'e-
ative process. Although outsidere may not
see it, there is some method to om- mad-
ness, but perhaps more madness than
method. We are working with very cre-
ative people turning out creative pro-
grams — you can't just turn on the cre-
ative processes like machines on an as-
sembly line."
Edward Fletcher: "I usually program an
average of 45 to 55 hours a week. I usually
work the traditional nine to five hours."
Bob Lentini: "Basically all day and all
night (he laughs). It's a full-time job. I like
to think of my work as creative program-
ming rather than just turning out code. I
feel that I an creating an enviroimient for
the user to work under. I see that as a veiT
creative project. Fve never been able to
put a time clock on true creativity. I can't
punch in at nine in the morning and quit
at five and be creative just duiing those
hours. There are many nights when the
creative juices only flow hnm midnight
until eight oi" nine in the morning and
other days when they flow finm seven to
three. I just go with the flow. It's a wonder-
fial way to work and I'm fortunate the
company allows me to work that way."
Do you get mental writing bl(K-ks similar
to f/iftsf experienced by tmditional au-
tlu»s?
Brian Fargo: "No, we really don't. We
have so many people here with so many
ideas we don't have to rely upon just one
person.''
Edward Fletcher: "Definitely. I think
game programmers ai-e really prone to
this problem because games involve so
many intangibles. They ai^ not simply
working out algorithms to do such-and-
such. You have to evaluate what you are
doing as to how fun it is, how easy it is to
use and how good it looks. There is no set
way to do these things. You just play it
and see how it feels, and if it doesn't play
just right you have to decide what to keep
and what to change. After you've tined
three or fom- approaches to a problem and
it still doesn't feel just right, it's easy to
feel frustrated. I remember sitting and
staring at the sci*een asking myself 'what
in the world am I going to do?' I finally
just had to get away fi"om it for a couple,
three houre to clear my mind. Tlien I
came back with a fiT.'sh approach."
Bob Lentini: "Yes I do. I reach points
when I just can't create anjinore. I just
start short and can't get past a particular
pait of the progi-am. But there ai-e other
times when the thought will just flow and
the program will make ti-emendous
stiides in just a matter of days and fiiends
are amazed at how much I can do in such
a short time."
Is there an advantage to pivgramming
alone, rather than working for one of the
large soflware companies?
Brian Fargo: "The worst part of running
your own business is taking care of the
mundane tasks like paying taxes. Before
our contract with Electronic Arts, one of
the worst parts was negotiating contracts
and convincing people to trust us to do
good work. That takes time and a lot of
just banging on doors. HopefLilly, that's be-
hind us now. The most enjoyable aspect of
the job is being able to work with a group
of creative, intelHgent guys and turning
out a creative product. The tough part in
the beginning was not getting paid —
that's a real disadvantage,"
Edward Fletcher: "I like having total say
about the way a product is created. I wrote
Gridiron! almost entirely alone so I was
free to let my creative instincts go. I can
work flexible houi-s if I want to. Tliere is
no pre^ure to confoim to anyone else's
ideas. The giieatest advantage of working
alone is being able to use my creativity to
its fullest extent. I've always felt a little
stifled working accoitling to other's speci-
fications. So writing Gridimn! allowed me
the chance to work the entire project fi-om
start to finish. Don't get me wi-ong, I had
input fitim other people as to what they
did and did not like. But the concept was
mine. I really enjoyed seeing my ideas be-
come a reality.
"The worst aspect of woi-king alone is
the absence of other people to Ixiunce an
idea off It would have been nice to have
had more people around to get their input
on how to tackle a problem or fine tune
critical aspects of the game. I involved as
many people as I could in those decisions
but none of them wei^e progrjimmei's so it
Wcisn't the same kind of input you would
get from a fellow worker, Another disad-
vantage of working alone is loneliness.
Dming the six months working on the
first project, I found myself just wanting to
get away fi-om the computer and talk to
someone. So I'd just stop and Gill someone,
just to hear another voice."
"But just getting a program
published doesn't mean the
wealth everyone used to
dream of in the old days
when people would have a
hit game and go out and buy
a Ferrari."
Bob Lentini: "The greatest advantage is
working on your own schedule. There is
no time clock on your creative juices. I
personally could not work on a nine to five
schedule and come up with the same qual-
ity* of programs that I have done. I can
only work well on a project which means
something personally to me. I can't be told
what to create and be given a deadline
and turn out top notch code. I did Bobs-
Term Pro because I needed it first. In the
process of creating it I realized that the
rest of the world needed it also. That's the
kind of project I like working on. The word
processing and secretarial work station
that I'm working on now is such a pn>
gram. The company I'm working for need-
ed the program, but I did also. I needed it
for me first, but we're finding out that oth-
er people like the concept the way I like it.
That's the way I work. I work on projects
which are interesting to me, not things
which are assigned to me. As a result, I
think my products are better. It may work
differently for other people. They may be
able to take assignments and deadlines
and turn out good code. It just doesn't
work that way for me. My projects are la-
bors of love."
118 DECEMBER 1987
Little Names Behind the Big Name
Is programming prnfitahle and would you
advise young tvmpuk'r enthusiasts to fol-
low in your fimtntcps?
Brian Fargo: "I think so. You can't deny
the fact that computers are going to be ev-
erywhere in the next 10-20 years. They
are going to be in eveiy walk of life and
anyone who doesn't have a computer and
doesn't know how to use it is going to be at
a real disadvantage. I know some of the
colleges actually demand that you have a
computer with you. Progi-amming is a
great profession, there are going to be
plenty of opportunities for those who know
how, I also recommend that you do a lot of
hands-on work and don't rcly entirely
upon school because a lot of what is done
in this industry requires skills that are
not taught in the school system. It's im-
fwrtant that you learn the machine itself
and not just how programming works in
general.
"Yes, programming can be profitable,
but it is tough to survive. TVends are con-
stantly changing. If you are good at hit-
ting a moving target, this is the industry."
Edward Fletcher: "I wouldn't hesitate to
recommend this profession to others.
There's no question in my mind that pro-
gramming is one of the best ways for a
If you have any ambitions to
program professionally, heed
well their words, and
perhaps you can avoid some
of the pitfalls they had to
endure.
person to express his creativity. There still
seems to be a strong demand for good pro-
grammers, so the money is good. At the
same time this isn't a job of drudgery.
Each day offers new challenges to face.
There's a lot of satisfaction derived from
getting a computer to perform the task
you want it to."
Bob Lentini: "It can be, but it hasn't been
as good for me as you might think. The
two versions oCBobsTerm Pro have been
very successful. It has become quite a
standard in the Commodore industry, but
because of my deal with the distributor, it
didn't change my life financially. It gave
me some 'play' money in a sense. But I
couldn't go out and buy an expensive car
and sit back and invest my wealth. If I
had to rely on my income from those pro-
grams to survive, I would be a bum in the
street. Programming for me now has be-
come profitable due to the company I am
now working with. But just getting a pro-
gram published doesn't mean the wealth
everyone used to dream of in the old days
when people would have a hit game and
go out and buy a FeiTari. Times and mar-
ket have changed. If you can get that deal,
fftoi for you. I didn't get it."
Could you describe the steps required to
start, rmish and market a pntgram?
BriiUi Fargo: "You'll need to come up with
a good idea and a veiy strong prototype
before showing it to the publisher. If the
product shows some promise you may be
able to get the publisher to front you some
money to finish it. Or you may need to fin-
ish it completely before you show it. We've
done all that ourselves, but now that
we've proven ourselves with some of our
better selling products like The Bard's
Tale II, Mindshadow, Borrowed Time and
Championship Go//" plus about 50 others,
we sell the products differently. Now we'll
sit down, spec the product out, do a story
board, bring up some screen shots, really
try to think the product through. Then
we'll talk to our publisher and tell him
what we want to build, how long we think
it's going to take, and we'll get an ad-
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COMMODORE M/iGAZINE 119
Little Names Behind the 8ig Name
vancement which is treated as advanced
royalties. There'll be some milestone
checks with the publisher along the way
to satisfy him that what we are creating is
what we agreed upon."
Edward Fictchen "First you must have a
good solid concept for your program.
Think about it a long time before you be-
gin writing. Then build the shell, the out-
line of the program and then begin filling
in the detail. Get everything you want in
the code and then begin letting people see
it and give you their opinion — their feed-
back. The last thing and most time con-
suming chore is getting rid of all the bugs
and making the software elegant. Most
people fall short on this last phase. The
program must be easy to use. That's why I
like a mouse interface: it's so easy for the
user to handle. I can't over-emphasize how
important it is to make the program look
and feel slick."
Bob Lentini: "The time required is long,
the final version o^BobsTerm Pro 128
which you see on the shelf is two and a
half years of struggle. I'm getting faster
and better now. My newest project, a word
processor, has taken only a year. But it
just takes time to develop a serious piece
of code. Tb design, beta test and get feed-
back from people just takes time. Then
you have to find out what's wTong with the
initial concept and modifj- it. I wTite en-
tirely in machine language which makes
for much faster, tighter code but it also
makes it harder to convert between ma-
chines.
You put a lot of time in every pnxiucl,
how can you be sure it will be luarket-
able?
Brian Fargo: "No one is evei- sure a pi-od-
uct is marketable, but you learn to depend
upon youi- instincts. Hopefully, eveiything
works out gi^eat. It usually takes some-
where from eight to 15 months to bring a
piwiuct from conception to market."
Edwju-d Fletcher: 'Tve always depended
upon what I thought a program should be.
I just go by a gut reaction as to whether a
progi-am will be marketable or not. I've
been a computer fanatic for a while now
and I've been buying computer games
from the beginning, so I have a feel for
what I expect and want in a game. The
hard thing is trying to design a game that
most people will want. If you can create a
program no one has ever done, your
chances of marketing it increase dramati-
cally."
Bob Ijcntini: "I create progi'ams that I
need. If there is something I need my com-
puter to do which I can't go to the store
iuid buy, that is usually the birth of an
idea. If 1 buy a few programs which are
supposed to do a task and they don't per-
form well or the user interface is ugly or
they are just impossible to leam that usu-
ally gets my dander up. That staits me
thinking too. WTiether I follow through
and write the thing depends upon if I
think it is worth a yeai' or two out of my
life to create. That's a tough decision, and
it comes slowly for me. I can't be sure the
stuff 1 write will be mai'ketable other than
I want it. I always talk to people in the in-
dustiy and get their feedback about what
I am thinking of progi-amming. But I
won't iTJsh a pi-oduct to market. I'm veiy
pitiud of my work and won't put my name
on just anything. I like to see a project
through fiiom begirming to end and that
means a good year of my life. Thai's a full
year of 16-hour days just eating, breath-
ing, living and sleeping that project."
flow (In jpu go about Helling a product to
a laiye distributor like ActivLsion or
Kkcfivnic Arts?
Brian Fargo: "It's not likely you'll be able
to .sell them an idea alone if you are un-
proven. The key is showing them a fin-
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120 DECEMBER 1987
Ijttle Names Behind the Big Name
ished pi-oduct. But it is very impoitant to
get the company to sign a non-disclosure
agreement to protect both you and their
interests. If the product is good, it will get
to market — I have no doubts about that."
Edwiuxl Fletcher "I think the Isest strate-
gy foi- success in the gaming industry is to
try to publish and market your own prod-
uct. At least that's what we tiied to do
with Gridiron! If \'ou enter the industry
planning on a distributor paying for your
development, you are going to lose out in
the long run. E\'en if he can sell ten times
the number of games you can indepen-
dently, you still won't make any more
money than you would going it alone. You
must be prepared to sell the pnxluct on
youi' own. Keep your overhead low, and
know what is the minimum numbei" of
units you must sell to break even. Then if
you have a good pnxluct, the distributor
will come to you rather than you going
after him. You'll get a better deal and be
better off in the long iiin if you can do it
that way. That's what we've done, and as a
result we have been pursued by some of
the larger companies."! NOTE; Just after
this inten'iew and months aftei- Grid-
ironPs successful release, Fletcher and Be-
thesda Softworks signed an agreement
with Electrenic Arts to distribute the
game. I
Bob Lentini: "I was naive when I went
about .selling my first product and I didn't
get the best deal. But it did open up some
doors. The general procedure that I was
totd was that you send a copy of yom' prod-
uct to these companies and you try to get
them to sign a non-disclosure form and
take a look at it and .see if they are inter-
ested or not. Instead, I would try to dem-
onstrate the product in person if 1 could,
without physically handing it over to
them. Or maybe wTite them a letter to see
if they are interested in the type of prod-
uct I am developing. If they ai^e interested,
be sm-e to get the non-disclosui-e signed
before tuming it over so your work can't
easily bo stolen. At best, this is a bad situ-
ation for the progi-ammer. The companies
have the upper hand. Most \nll oSer a
non-disclosure, but in turn they expect
you to sign a form saying you won't show
the pi-oduct to another company for 90
days. Tliis is their decision-making peri-
od. Now for the programmer this is a
nightmare because he's got a hot product
ready to go and in order just to show it to
someone, he's got to say he won't show it
to anyone else. Then if the thi-ee months
go by and the company isn't interested
you've lost valuable marketing time. Who
knows how numj' olhei" pixxJucls have en-
teitxl the market while you were waiting
so you could offer it to another company? I
think that's an ugly method and I won't
follow it again, simply because I've
reached a point where I have some sort of
name and hopefully I can get more respect
than that. But the first time out I was
against that wall.
"The tough part in the
beginning was not getting
paid — that's a real
disadvantage."
'■J live in Las Vegas, and the Consumer
Electronics Show is held here once a year:
So I made appointments with the heads of
the software companies exhibiting there
and demonsti-ated my product on the spot.
I was able to get immediate feedback. But
I still got tied up in the system, and there
was a delay in getting my product to the
mai-ket. I did not get the best deal I could
have gotten, but I was starving at the
time, I was in debt up to my ears, I had ab-
solutely no income. 1 learned a lot, but I
definitely would not want to go through
that ordeal again."
Can you describe a typical fvumcial ar-
ivngement between a programmer and
the dishibiitor'.'
Briim Fargo: "We work on a royalty ar-
rangement. We sell them an idea, they ad-
vance us royalties to begin production and
when it is finished we receive a percentage
of eveiy sell. We are the manufacturer of
softwaj-e and they are the distiibutoi-s. By
the time they copy and begin mai'keting
our products, we are already working on
the next project,"
Edward Fletcher: (NOTE: At the time of
this interview the financial arrangement
between Bethesda Softworks and Electron-
ic Arts had not i)een finalized.)
Bob Lentini: "Well I can only speak for
my deal. But it appears the general pro-
ceeding are that they will offer you a few
thousand dollars front money as advanced
royalties. The average royalty payment
today appears to be somewhere between
seven and 11 percent of the net sales,
which isn't that good. For instance, if a
program like BohsTerm Pro markets for
$79.95 they might sell that to a distribu-
tor at about $40. Youi- percentage is based
on the wholesale price not the retail. It's
not big money. I think the split should be
more even."
You all hare had sueee>isful. acclaimed
titles; what do i/ou see i/ouiyelf doing
ten yeaiy fmm now'*
Brian Fargo: "I hope I'll be doing the
same thing only on a grander scale. With
the CD-I (Compact Disk Interactive) tech-
nology coming along I think it is going to
be really exciting when we have computer
gi-aphics as good as what you see in the
movies along with real actors and true
sound track and animation. That is really
exciting to me. So I'm hoping enteitain-
ment will continue to be as popular as it is
so the market just keeps going and more
and more [Kople get involved. This is
what I want to do, I love this business,"
Edward Fletcher: "I plan to stay in the
entertainment industry as long as possi-
ble, rd like to do some simulation if there
were commoix:ial applications, I enjoy do-
ing ju.st what I'm doing and I don't want to
quit. I think the keyboard will liecome less
important and other t>pes of input more
important in the future — like \'oice rec-
ognition software. People will be able to
relate to computers better in the future
because computers will begin behaving
more like humans. The sights and soimds
coming out of computers are going to be
more pleasing and sophisticated, and peo-
ple will begin to appi-eciate them for their
artistic value. That's wh\' I think this in-
dustry will alwa^'s be a growth industry
and I plan on being a part of it."
Bob Lentini: "I can't begin to answer
that. If anyone had asked me fom- years
ago what I would be doing today, it sure
would not have been progi-amming for a
living. My past has been filled vsith
changes. My cai"eer has jumped fitim one
extreme to another. 1 can't speculate on
what I'll be doing even a year from now. I
may tiy to mix computers with my former
interest — audio."
After listening to each man's story it be-
came apparent that the difference be-
tween success and failure was neither
luck or fate but timing and dedication. Al-
though all thi-ee entered professional pro-
gramming with a different background,
their love for computers propelled them to
the same professional level. And perhaps
the most surprising truth to surface is
that all leamc^l the bulk of their program-
ming skills, not in school, but with hands-
on experience with a personal computer.
For them, the time spent with their nose
pressed against the monitor's screen and
the hom-s of sleep lost exploring their com-
puter's memory has finally paid off with
big dividends, g
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Ovorak Keyboard Software-
Continued from pg. 38
Write The Easy Way
with T.R. WRiTER
from T.R. Software
T.R. WRITER is so easy, in a
short time you will be able to
produce letters, reports, term
papers, and other documents
in no time. Also, you may never
need to look at the manual. It
can handle the entry level jobs
as well as the medium level
jobs with ease. T.R, Writer can
also emulate an electronic
typewriter You can work with
19 or 44 lines on the screen.
Requires 512K and please
specify Kickstart 1.1 or 1.2.
Available $QQ 95
now for £m^*
after 1/31/88 will be $39.95
WRITE FOR MORE (NFORMATION
T.R. SOFTWARE
P.O. Box 24905
Chicago, Illinois 60624
People who use the Dvorak
keyboard type an average of
30% faster, make fewer
errors, and suffer less
fatigue.
Qwerty at the flip of a switch. This switch
is installed in a case on the back of youi-
Commodoi'e. The complete Prelco kit in-
cludes key overlays, a modified ROM ker-
nal, a switch and an illustrated instmc-
tion manual for installing the switch.
Prelco will install the kemal at the fac-
toiy, or you can have it installed by an
electronic technician. The installation
voids youi" remaining Commodoi-e war-
ranty. R-eico is licensed by Commodore to
supply the ROM kemal. DV Switcher
works only with the 64, but it uses any
program that Commodore nins, including
Speedscript . Paper Clip, Miiltiplan, Super-
base and thousands of other progi-ams.
Some people have expressed difficulty
attaching the key overlays provided by
Prelco with DV TS'per and DV Switcher.
The overlays are not pre-cut, so it takes
patience to cut and stick them on the
keys.
DV lyper sells for $36.95. DV Switcher
sells for S39.95. Option extras for DV
Switcher include: basic stait-up message,
background or text coloi-s option, add
$10.00; factoiy kemal installation, add
$25.00. The price for both DV Tyixr and
DV Switcher is $64.95. You may contact
Prelco at 14292 Galy St., Tlistin, CA
92680. Phone {714l 544-3041.
For more information about Dvorak,
you may contact: Virginia Russell, a con-
sultant for the Dvorak keyboard and
president of Dvorak International, Box
128, Brandon, VT 05733. Phone (802)
247-6020. A quarterly newsletter, "Dvo-
rak Developments" is available fi'om
Freelance Communications. Box 1895,
Upland, CA 91785. The newsletter costs
$12 per year. Editor Randy Cassingham
has authored the book, TheDmrak Key-
board ($12.95).
Hooleon Company sells durable, pre-
cut, easy-to-apply key overlays for $26.95.
Each sticker shows the D\'orak letter in
large red, and the Qwerty letter in small
black print. This allows you to use either
Dvorak or Qwerty. Contact Hooleon Co.,
Box 201, Comville, AZ 86325, m
■Software Reviews/Up Periscope!
I Continued from pg. 30
With Up Periscope!. ActionSoft delivers
a simulation that stands up to any on the
market. Easy to approach, challenging to
play and authentic in design, this pro-
gram is a state of the art. sure-fire hit.
Sub Standards
Avoiding That Sinking Feeling
The pair of books included with this
package covers eveiy possible aspect con-
cerning the ups and downs of submarine
life. After gi\ing these gems the initial
pre-game cover-to-cover treatment. Com-
modore Captains would be well advised to
keep them close at hand during each and
eveiy sub patrol. When the toipedoes are
missing and the enemy is closing in, it's
comforting to know that experienced help
is right at your side, lb reiterate and ex-
pound upon what I've found to be the
more important ivles of the sea, I've listed
a few sailing tips below:
• Whenever possible, it's a good idea to
keep your sub positioned between the en-
emy convoy and a friendly port. If your
ship becomes damaged or runs low on
fuel, you want to be able to retreat for as-
sistance without having to maneuver
I throughafleet of enemy ships bent on
keeping you detained.
• When using the "Big Chart" naviga-
tion feature, nether move yourself into a I'e-
gion where you wiU immediately encoun-
ter enemy ships. The final placement of
your sub is too vague, and you might wind
up sinking your own ship by blindly drop-
ping youi-self into an uncompromising
position.
• When an enemy ship has your sub
lined up on a ramming course, one of your
instinctive commander reactions will be to
dive. But as strange as it may seem, if the
enemy is too close to be avoided, it is usu-
ally better to take the blow while you're
still surfaced than to catch it during a
dive. If your ship is hit after it has dipped
below water level it has no resei-ve buoy-
ancy, and there will be little if any chance
for survival.
• Don't get caught in between. One of
the more common and fatal errors of an
inexperienced commander is to sail just
below periscope depth. With the scope
underwater and the radar inoperable,
one can never be sune what danger is ap-
proaching. And since the sub is just below
the surface, it's still shallow enough to be
rammed and destroyed by a single blow
fitim £m undetected ship. If you're drop-
ping below periscope depth, dive at least
ninety feet. m
122 DECEMBER 1987
Amiga Update/AmigaBASIC Tutorial '
Continued from pg
98
SOUND
RESUME
ThlcdHea
Bute
soaHD
trait
' Voice
0 (Karmor
yt
SOUND
AISJ
W/4,
es,a
SOUND
At5)
W/8,
S9,e
SOUND
A (SI
ti/e<
H/8,8«,a
SOUND
CS<5
,«/<
*w/a,efl,e
' Voice
1 (Leaii)
SOUHD
B(4)
W/B
19a, 1
SOUND
CS(5
,W/S, 109,1
SOUND
E(5)
H/B
IQH.l
SOUND
E(5)
W/8
H/a,Lee,i
SOUND
E<4J
W/4
H/S,Lg«,l
' Voice
2 mass
in<?)
SOUND
A{2)
W/J
99,2
SOUND
A(3)
,H/4
9B,2
SOUND
E(3)
,w/a
98,2
SOUHD
A(3)
,«/B
9a, 2
' Voi<v.
1 (H
ar^ony)
SOUND
E(5)
,W/4
as, 3
SOUND
E(5)
,H/a
89,3
SOUND
E(5)
,H/B
►w/a,e9,3
SOUND
B<4)
,V/4tW/8,Bfl,3
SOUND
RESUKE
FoucthMeasure:
SOUHD
WAIT
* Voice
0
' NOT THIS MEASURE!
' Voice
1
SOUHD
D(5)
,W,19«,1
■ Voice
2
SOUND
FS(4),M.
80,2
• Voice
3
SOUND
D(3)
,H,sa,3
SOUHD
RESUME
BND SUB
with the StarTcek entry, I have limited playback to a single
channel to demonstrate tho m^inner in which Ri\S[C queoes the
entries and then plays them in the order in which they come
in. Vou will note that the messarjo at the end of the SOUND
statements appears long beCore the music finishes.
SUB StarTcelc STATIC
SHARED CO ,CS 0 ,0(1 ,DSO ,En,F() ,FS [)
SHARED G(| ,GS 0 ,A(I ,BF(| ,B|) ,Bpi
W = 50
SOUND C(41 ,W/8tW/32
SOUHD cm ,W/32,fl
SOUND F(4),H/L6
SOUHD BF<4) ,W/4*W/a
SOUND A(4>,W/8
SOUHD F(4),W/1». 33333
SOUND 0(4), W/19. 33333
SOUND 0(4) ,H/19. 33333
SOUND C(5) ,W/4
SOUND C(5) ,H/64,B
SOUND C(5) ,H/16-H/64
SOUND E(5) ,W/3
Movet Bpi, 109,178
Texts Iipi,SRDD("The Music is STILL Playing 1") ,27
Cutct - TIMER
WHILE TIMER < Curri ♦ S : WEND
Move* Rpi, 199,178
Te»ti Bpi.SADDi" ■) ,27
' wait 5 seconds - this will wotk if interpreted or
' compiled, while a FOB - NEXT loop wouldn't!
Now, you can sit down and use the Waveforms and note
definitions ttiJt wo h.ive developed anti create your own
tunes. To entor the SOUND stritements , you could simplify
the durations with the following (1 wanted to show what I
wiis doing with each entry);
W = 60 (or whatever your whole note is)
fl = W/2
0 = W/4
OT = w/4. 66667
E = K/a
ET = W/10. 33333
S = K/16
Tit = K/32
etc.
Then, you just enter the note array name (according to the
octave - middle C is C(4I], the duration according to the
chart above, the volume and the channel nunber. Now you can
enter music from sheet music by duplicating each voice from
measure to measure (which is what I ejld with "After the
Glitter ."J
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Software Reviews/Gunship
CniHimied from pg. 22
and indicators sre therc for a purpose.
Learn the value of each instrument and
use that infoiTnation throughout the sim-
I ulation. Watch the panel above the wind-
I shield to see which systems aj-a functional
and which are not. A yellow light actually
means that the system in question is dam-
aged, not knocked out. You can continue
to use this particulai- component, but be
aware of the fact that it might not work
Once you experience some of
these scenarios, you really
begin to think like a pilot and
not like another arcade game
player.
properly or shoot directly at a target.
Smajt pilots never fly veiy long in a
straight line and their altitude is consis-
tently 100 feet above the gixjund or lower.
They also watch the back side of hills for
enemy installations and use their radar
and infra-red jammers sparingly. These
measures give the enemy little advanced
warning of yom* presence in an ai-ea,
which may possibly prolong your life in
the game. It also pays to know your pass-
word and countersign before each mission,
so friendly forces won't fire on you as you
complete a successful assignment.
4, Using Weapons in The Field — Fold-
ing Fin Aerial Rockets are great for
knocking out infantn' targets and can
even destroy .some "Hind" Attack Helicop-
ters at close range. Use Sidewinder mis-
siles strictly against Hind Helicoptei-s.
Hell-fire missiles were designed to knock
out heavy equipment like tanks, bunkers,
etc., but on occasion, I've used one to de-
stroy a Hind helicopter as well. The 30mm
Chain Gun does a nice job of taking out an
infantiy position, but it can sometimes be
used to wipe out a bunker or Hind helicop-
ter at close range.
5. Hind Attack helicopters — I try to
get rid of Hind helicoptere whenever one
of them is operating in my ai-ea. They are
fast, aimor-plated, and cany a variety of
weapons. If one of them gets behind you,
evade it momentaiily by banking your
copter to one side or the other, and try to
destroy the craft whenever you get an op-
portunity. Never evade an enemy helicop-
ter for a long time. Your persistent foe will
continue to track you and fire on your po-
sition while you are trj'ing to destroy en-
emy targets on the gixjund. Q
Legacy of the Ancients
Curi ( 1 1! tied from pg. '2S
assigned a number of hit points that are
1 lost in battle depending on your level.
These hit points are yom- most important
asset and can't be bought, only incitased
when moving up to another level. Your
character will de\'elop skills throughout
the game, with opportunities to increase
Endurance and Dexterity in the Training
Schools in the tovms, as well as a chance
to increase Intelligence by playing the
Stones of Wisdom game in the Galactic
Museum.
Any good fantasy game includes magic
as one of the character's choices in combat
and other sticky situations. Legacy of the
Ancients offers six spells at your disposal:
Magic Flame, Firebolt, Befuddle SjkII,
Psycho Strength, Kill Flash and Seek
Spell. All of the spells have their places to
be used in the game and should be used
whenever fighting is not going too well.
There are 32 kinds of monsters in the wil-
derness and 12 kinds in the dungeons.
Most are dangerous, with a few nasties
that will kill you instantly if not well-pro-
tected. At the start of the game, especially
watch out for the Ocean Sprayfish, Sea
Swallows, Desert Scrabblers and Moun-
tain Rock Beetles.
If the towns and wilderness aren't
enough, you still have the dungeons, the
castle and a fortress to explore. The castle
and foitress are the most important places
to examine, with the final parts of the
game taking place in the castle. Don't en-
ter the castle unless you're well-prepared
for battle, veiy strong and very intelli-
gent. The dungeons house all kinds of
puzzles, magic items and challenges to
your bravery. Don't be afi-aid to leave the
dungeon if things get too hairy. A good
rest in the nearest town will provide you
with enough energy to return to the dun-
geon to gather more gold and treasures.
Not only do you have the adventure to
deal with in Legacy, but the designers also
included five action games as part of your
quest. These games test_yow.r physical
abilities and mental concentration as op-
posed to your char-acter's and, although
they have simple rules, are a unique and
welcome addition to the already excellent
adventure.
Legacy of the Ancients lives up to the
advance interest it has raised and really
gives your money's worth in entertain-
ment for the adventure player Take your
time with the game and don't be discoui'-
aged if things are going a little slow at
first. The pace will pick up as the Wizard's
Compendium starts exhibiting its power
and you gain higher levels. g
124 DECEMBER 1987
Software Reviews Superstar Ice Hockey
Continued from pg. 44
scores, they will use the occasion to pump
themselves up, so that the rush of adrena-
line may serve to spark another offensive
fluiry. And on the flip side, if you have a
goaltender who is repeatedly pummeled
with shots until he finally lets in the m-
evitable goal, he will immediately become
Skate Keys
Icebreakers for Novice Players
The best way to get to know your
squad's plajing habits is to log some quai-
ls ice time alongside them. After a few
hard -fought periods as center or goalie,
, you're sure to become familiar enough
with your teammates' rink personalities
to begin to mesh them together as a single
unit, lb help orient users to league con-
ditions, Mindscape has included a lengthy
list of strategic tip.s in their reference
booklet. Look them over before you take
your fu^t shift. Below, Fve also compiled a
few additional hints of my own.
• Learning when and how to stop the
on-ice action is one of the more important
skills of a winning club. There will come
times when your squad is tired, out-
manned or confiised, and in dire need of a
despondent, and his intensity will wane
noticeably.
Oi^anized screen menus listing a Ml
assortment of game options let eveiy play-
er easily outfit the contest to his liking.
And whenever an official league game is
played, the computer will be more than
accommodating by updating the overall
breather. If one of yoxir controlled players
can get a stick on the puck, you should be
able to use him to obtain an unofiRcial
time out. If you're directing your goal-
tender, it's as simple as holding onto the
puck long enough to get a whistle. K
you're controlling your center, either
cause an intentional offsides or lift a shot
up over the boards and into the seats.
Both of these moves will cause a play stop-
page, allowing your team time to regroup.
• If you're using an attacking offensive
strategy and it works well enough to put
you in the lead, stick with it. Tbo many
times, after effectively dominating their
opponent with an aggressive play posture,
teams will try to switch over to a straight
defensive style in an attempt to protect
the one or two goal advantage they've
gained. lb reemphasize a wise old
hockey adage, "The best defense is a good
offense." The other team can't possibly
records and team stats.
Fram the board room to the end boards,
this program recreates every facet of hock-
ey, generating wide appeal by letting the
user concentrate on those aspects of the
game that he enjoys the most. For the
player, the coach, the fan and the curious,
the puck stops here.
1
score if the puck is constantly hemmed in '
their end.
• Your goaltender is your last line of de- '
fense. Any error he msJces will be a glar-
ing one, for it will usually result in a goal
For this reason, if you're a newcomer to
the game and want to control a player, it's
probably better to direct the team's center
until you become more comfortable with
your surroundings. Any mistakes you
make on the front line have a good chance
of being erased by your defensive team-
mates.
• In hockey, the most critical point of a
goal-scoring sequence can usually be
traced to an event away from the puck,
where a good block, check or decoy by one
player springs the shooter for a quality
chance on net. When playing center, re-
member that you can still take on an ac-
tive contiibutory goal-scoring role without
ever having touched the puck. Q
l=il.^J=MIP=W!aj:MIP=RHJ=MH
SPORTS FANS... THE SPORTS SIMULATIONS YOU HAVE BEEN WAITING FOR ARE HERE!
3 IN 1 FOOTBALL
• with Stats Compiler for each player and team • you choose from 14 offensive plays and 6 defensive formations • includes 180 college
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FINAL FOUR COLLEGE BASKETBALL & BASKETBALL: THE PRO GAME
each player coniribuies as they did in real life • Slats Compiler • you determine starling lineup, substitutions, shot selection, passing,
offensive and defensive styles of play and more • the College game includes 292 teams from the '86-'87 season plus 70 all-time greats
• the Pro game features the 23 NBA teams from '86-'87 and more than 125 great teams of the past
FULL COUNT BASEBALL
• Includes all 26 teams from (he most recent and 52 great National and American League teams from the past • 29 man rosters • Ball
park effects • Stats Compiler automatically keeps all player and team stats as well as past schedule results. • Complete boxscore to
screen and/or printer after each game. • One player vs. computer manager, two-player, and auto-play options. • Input your own
teams, draft or trade players from teams already included. • You choose the starting lineups, batting order, relief pitchers, plus game
decisions like when to hit away, bunt for a hit, sacrifice, steal, hit & run, bring in the corners or the entire infield, take an extra base, DH
option and more!
OTHER PAST SEASONS' TEAMSDISKSAVAILABLE AND NEW SEASONS' READY PRIOR TO PLAYOFFS FOR ALL GAMES.
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tmed from pg. 108
L1$=L1$+A$:IF A$=R$THEN RF=1'GQSJ
GOTO 220'BDDE
L2S="'"BDIF
GET#5,A$:IF ST>0 THEN E5=l
:GOSUB 430:GOTO 350'HUWN
IF A$=""THEN RF=0:GOTO 350'FJEC
IF A$=" "OR A$=":"THEN 290 ' FHGD
IF RF THEN 290'CFAB
L2$=L2$+A$: IF A$=R$THEN RF=1"GQUH
GOTO 290'BDKC
IF Ll$<>L2$THEN GOSUB 660
: PRINT N2;"[SHFT C] HANGED"
:GOSUB 680:C=C+1' JVDO
GOSOB 420'BDJE
GET B$:IF B$=""THEN 210'EIEI
IF B$ = "Q"'THEN 700 ' DFAI
GET A$:IF A$=""THEN 390'EILK
GOTO 210'BDCY
REM .
'BIQF
GOSUB 470:GOSUB 500
:IF E2=l AND E5=l THEN 700'HRLH
IF NKN2 THEN GOSOB 540
:GOTO 430'FLYG
IF N2<N1 THEN GOSUB 600
:G0TO 430'FLVH
RETURN 'BAQD
REM
'BIQK
GET#2,A§,B$,L$,H$:N1=ASC(L$+CHR$
(0) )+(ASC(H$+CHR${0) )*256) 'KLIS
IF(A$=""AND BS="")0R ST>0 THEN
Nl=63999' IQVO
RETURN 'BAQH
GET#5,A$,B$,L$,H$:N2=ASC(L$+CHR$
(0) )+(ASC{H$+CHR$ (0) ) *256) ' KLMM
IF(A$=""AND B$="")OR ST>0 THEN
N2=63999' IQWI
RETURN 'BAQB
REM
'BIQI
GOSUB 660:PRINT Nl;"[SHFT D]
ELETED":G0SUB 680 :C=C+1 ' FPEL
GET#2,A$:IF ST>0 THEN 580'EMYJ
IF A$=""THEN GOSUB 470 : RETURN ' FGGJ
GOTO 550'BDJH
IF E2 THEN END'DCPJ
Nl=6 3999: RETURN' GIN L
GOSUB 660:PRINT N2;"[SHFT I]
NSERTED":GOSUB 680 : C=C+1 ' FPDJ
GET#5,AS:IF ST>0 THEN 640'EMYG
IF A$=""THEN GOSOB 500 : RETURN ' FGAG
GOTO 610'BDGE
IF E5 THEN END'DCSG
N2=6 399 9; RETURN 'CIOI
IF V9="P"THEN OPEN 4,4,7
:CMD 4'FJEL
RETURN 'BAQH
IF V5="P"THEN PRINT#4:CL0SE 4'FFLM
RETURN • BAQJ
PRINT-.PRINT F2$;" HAD";C;
"MODIFICATIONS. ":CLOSE 5:CL0SE 2
:CL0SE 1:END'GPIM mp
126 DECEMBER 1987
Technical Tips/ Auto-Con^
A 210,255,136,16,250,200,132,
212,24 0, 166,196,2, 2015 'BYCJ
1 250 DATA 176,204,166,2,224,1,240,30,
20 1,48, 144, 194, 1630 'BVMK
260 DATA 224,16,208,6,201,50,144,18,
17 6, 184, 201, 58, 14 36 'BVFL
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HOW TO ENTER PROGRAMS
The programs which appeal" in this
magazine have been run, tested and
checked for bugs and errors. Alter a pro-
gram is tested, it is printed on a letter
quality printer with some formatting
changes. This listing is therj photo-
graphed directly and printed in the maga-
zine. Using this method ensures the most
error-free program listings possible.
Whenever you see a word inside brack-
ets, such as [DOWN], the word represents
a keystroke or series of keystrokes on the
keyboard. The word [DOWN] would be
entered by pressing the cursor-down key.
If multiple keystrokes are required, the
number will directly follow the word. For
example, [D0\VN41 would mean to press
the cursor-down key four times. If there
are multiple words within one set of
brackets, enter the keystrokes directly
after one another For example, [DOWN,
RIGHT21 would mean to press the cursor-
down key once and then the cursor-right
key twice. Note: Do not enter the commas.
In addition to these graphic symbols,
the keyboard graphics are all represented
by a word and a letter. The word is either
SHFT or CMD and represents the SHIFT
key or the Commodore key. The letter is
one of the letters on the keyboard. The
combination [SHFT E] would be entered
by holding down the SHIFT key and
pressing the E. A number following the
letter tells you how many times to type
the letter. For example, [SHFT A4,CMD
B3I would mean to hold the SHIFT key
and press the A four times, then hold
down the Commodore key and press the
B three times.
The following chart tells you the keys to
press for any word or words inside of
brackets. Refer to this chart whenever you
aren't sure what keys to press. The little
graphic next to the keystrokes shows you
what you will see on the screen.
SYNTAX ERROR
This is by far the most common error
encountered while entering a program.
Usually I Sony folks) this means that you
have typed something incorrectly on the
line the syntax error refers to. If you get
the message "?Syntax Error Break In
Line 270", type LIST 270 and press
RETURN. This will list line 270 to the
screen. Look for any non-obvious mis-
takes like a zero in place of an 0 or vice-
versa. Check for semicolons and colons re-
versed and extra or missing parenthesis.
AH of these things will cause a syntax
error.
There is only one time a syntax error
will tell you the "wrong" line to look at. If
the line the S3mtax error refers to has a
function call (i.e., FN A(3l), the syntax
error may be in the line that defines the
function, rather than the line named in
the error message. Look for a line near
the beginning of the progi'am (usually)
that has DBF FN A(X) in it with an equa-
tion following it. Look for a typo in the
equation part of this definition.
ILLEGAL QUANTITY ERROR
This is another common eiTor message,
This can also be caused by a typing error,
but it is a little harder to find. Once again,
list the line number that the error mes-
sage refers to. There is probably a poke
statement on this line. If there is, then the
error is referring to what is trying to be
poked. A number must be in the range of
H-'IHOMEI" "UNSHIFTED CLH/ HOME S ■•IPURPLEr = CONTROL S
n-lCLEARl''-SHIfTEDCLB/KOME Q ' IGREEN]- -C0NTB0L6
H •■|DOVWl"= CURSOR DOWN
n ■■1LIP1"-CURS0RUP
f] ■■[mGHTl"=CURSOR RIGHT
n "(LEFTl ■= CURSOR LEFT
R "|RVS|■■=C0^^TR0L3
I "iRVOFF]' =CONTROL0
El -|BLACK1" = C0NTR0L 1
|1 ■•|WHrrEl"= CONTROL 2
H-IREDl'- CONTROL 3
y •■|CYANV=C0NTROL'l
H ■■|ELUEr'=CONTB0L7
H ■■iYELLOWl-=CONTROL8
n ■■[ORANGEr= COMMODORE I
P -'IBROWNl" -COMMODORE 2
n "IL. REDI" "COMMODORE a
F] ■■(GRAYir'' COMMODORE 4
S ■[GRAY2r- = C0MM0D0RE 5
H'lL GREENl"=COMMaDORE6
S "iFtr'=<Fi
g-|F2|- = F2
g"IF31" = F3
0 ■■[F4|-=F4
U"iF5|- =»F5
y -IFer-Fe
||-|F7]' =.F7
[I-[F81-=F8
El "IPOUNDr'-ENGUSH
POUND
y -ISHFT'r -Pi SYMBOL
= UP ARROW
IL BLUE!' -COMMODORE 7
H IGRAYSr =COMMODORE B
GRAPHIC SYMBOLS WELL BE REPRESENTED AS EITHER THE LETTERS
SHFT (SHIFT) AND A KEY ("[SHFT Q.SHFT J, SHFT D.SHFT S]") OR THE
LETTERS CMDR fnOMMODORE) AND A KEY {"[CMDR Q.CMDR
G.COMDR Y.CMDR H]"). IF A SYMBOL IS REPEATED, THE NUMBER OF
REPirmONS WILL BE DIRECTLY AFTER THE KEY AND BEFORE THE
COMMA (-[SPACE3.SHFT S4,CMDR M2r').
zero to 255 to be poke-able. For example,
the statement POKE 1024,260 would pro-
duce an illegal quantity error because 260
is greater than 255.
Most often, the value being poked is a
variable (A,X...). This error is telling you
that this variable is out of range. If the
variable is being read from data state-
ments, then the problem is somewhere in
the data statements. Check the data
statements for missing conunas or other
typos.
If the variable is not coming from data
statements, then the problem will be a lit-
tle harder to find. Check each line that
contains the variable for typing mistakes.
OUT OF DATA ERROR
This error message is always related to
the data statements in a program. If this
error occurs, it means that the program
has run out of data items before it was
supposed to. It is usually caused by a prob-
lem or typo in the data statements. Check
first to see if you have left out a whole fine
of data. Next, check for missing commas
between numbers. Reading data fixim a
page of a magazine can be a strain on the
brain, so use a ruler or a piece of paper or
anything else to help you keep track of
where you are as you enter the data.
OTHER PROBLEMS
It is important to remember that the 64
and the PET/CBM computers will only ac-
cept a line up to 80 characters long. The
VIC 20 will accept a line up to 88 charac-
ters long. Sometimes you will find a line
in a program that runs over this number
of characters. This is not a mistake in the
listing. Sometimes programmers get so
carried away crunching programs that
they use abbreviated commands to get
more than 80 (or 88) characters on one
line. You can enter these fines by abbrevi-
ating the commands when you enter the
line. The abbreviations for BASIC com-
mands are on pages 133-134 of the VIC 20
user guide and 130-131 of the Commodore
64 user's guide.
If you type a line that is longer than 80
{or 88) characters, the computer will act as
if everything is ok, until you press RE-
TURN. Then, a syntax error will be dis-
played (without a line number). Many
people write that the computer gives them
a syntax error when they type the line, or
that the computer refuses to accept a line.
Both of these problems are results of typ-
ing a line of more than 80 (or 88) charac-
ters.
132 DECEMBER 1987
How to Enter Programs
THE PROGRAM WON'T RUN!!
This is the hardest of problems to re-
solve; no error message is displayed, but
the progi-am just doesn't i-un. This can be
caused by many small mistakes typing a
program in. First check that the program
was written for the computer you are us-
ing. Check to see if you have left out any
lines of the program. Check each line of
the program for typos or missing parts. Fi-
nally, press the RUN/STOP key while the
program is "running". Write down the line
the program broke at and try to follow the
program backwards from this point, look-
ing for problems.
IF ALL ELSE FAILS
You've come to the end of your rope.
You can't get the program to run and you
can't find any errors in your typing. What
do you do? As always, we suggest that you
try a local user group for help. In a group
of even just a dozen members, someone is
bound to have tj'ped in the same program.
The user group may also have the pro-
gram on a library disk and be willing to
make a copy for you.
If you do get a working copy, be sure to
compare it to your own version so that you
can learn from your errors and increase
you undei-standing of programming.
If you live in the country, don't have a
local user group, or you simply can't get
any help, write to us. If you do write to us,
include the following information about
the program you are having problems
with:
The name of the program
The issue of the magazine it was in
The computer you are using
Any eiTor messages and the line
numbers
Anything displayed on the screen
A printout of your listing (if
possible)
All of this information is helpfiil in an-
swering your questions about why a pro-
gram doesn't work. A letter that simply
states "I get an error in line 250 whenever
I run the program" doesn't give us much
to go on. Send your questions to;
Commodore Magazine
1200 Wilson Drive
West Chester, PA 19380
ATTN: Program Problem
Have fun with the programs! Q
HOW TO USE THE MAGAZINE ENTRY PROGRAMS
The Magazine Entiy Programs on the
next pages are two BASIC machine
language programs that will assist you in
entering the programs in this magazine
correctly. There are versions for both the
Commodore 64 and the Commodore 128.
Once the program is in place, it works its
magic without you having to do anything
else. The program will not let you enter a
line if there is a typing mistake on it, and
better yet, it identifies the kind of error for
you.
Getting Started
Type in the Magazine Entry Program
carefully and save it as you go along (just
in case). Once the whole program is typed
in, save it again on tape or disk. Now
RUN the program. The word POKING
will appear on the top of the screen with a
number. The number will increment from
49152 up to 49900 (4864-5545 on the 128)
and just lets you know that the program is
running. If everything is ok, the program
will finish running and say DONE. Then
type NEW. If there is a problem with the
data statements, the program will tell you
where to find the problem. Otherwise the
program will say "mistake in data state-
ments." Check to see if commas are miss-
ing, or if you have used periods instead of
commas. Also check the individual data
items.
Once the program has run, it is in
memory ready to go. To activate the pro-
gram type SYS49152 (SYS4864 on the
128), and press RETURN. You are now
ready to enter the programs from the
magazine. To disable the Entry Program,
just type KILL [RETURN] on the 64 or
SYS4867 on the 128.
The checksums for each line are the
same for both the 64 and 128, so you can
enter your 64 programs on the 128 if you'd
like.
Typing the Prograins
All the BASIC program listings in this
magazine that are for the 64 or 128 have
an apostrophe followed by four letters at
the end of the line (e.g., 'ACDF). If you
plan to use the Magazine Entry Program
to enter your programs, the apostrophe
and letters should be entered along with
the rest of the line. This is a checksum
that the Magazine Entry Program uses.
Enter the line and the letters at the end
and then press RETURN, just as you nor-
mally would.
If the line is entered correctly, a bell is
sounded and the line is entered into the
computer's memory (without the charac-
ters at the end).
If a mistake was made while entering
the hne, a noise is sounded and an error
message is displayed. Read the error mes-
sage, then press any key to erase the mes-
sage and correct the line.
IMPORTANT
If the Magazine Entry Program sees a
mistake on a line, it does not enter that
line into memory. This makes it impossi-
ble to enter a line incorrectly.
Error Messages and
What They Mean
There are five error messages that the
Magazine Entry Program uses. Here they
are, along with what they mean and how
to fix them.
NO CHECKSUM: This means that you
forgot to enter the apostrophe and the four
letters at the end of the line. Move the
cursor to the end of the line you just typed
and enter the checksum.
QUOTE: This means that you forgot (or
added) a quote mark somewhere in the
line. Check the line in the magazine and
correct the quote.
KEYWORD: This means that you have
either forgotten a command or spelled one
of the BASIC key^vords (GOTO,
PRINT . . ) incorrectly. Check the line in
the magazine again and check your spell-
ing.
# OF CHARACTERS: This means
that you have either entered extra charac-
ters or missed some chai'acters. Check the
line in the magazine again. This error
message will also occur if you misspell a
BASIC command, but create another
keyword in doing so. For example, if you
misspell PRINT as PRONT, the 64 sees
the letter P and R, the BASIC keyword
ON and then the letter T. Because it sees
the keyword ON, it thinks you've got too
many characters, instead of a simple'mis-
spelling. Check spelling of BASIC com-
mands if you can't find anything else
wrong.
UNIDENTIFIED: This means that you
have either made a simple spelling error,
you typed the wrong line number, or you
tjped the checksum incorrectly. Spelling
errors could be the wrong number of
spaces inside quotes, a variable spelled
wrong, or a word misspelled. Check the
line in the magazine again and correct the
mistake. B
COMMODORE MMJAZINE 133
Magazine Entry Program — 64-
^VHIH^IHHP
1033
DATA
91,91,00,20,20,20,20,20 ^^M
1034
DATA
20, 20, 20, 20, 20, 20, 20, 20
The Magazine Entry Programs arc available on disk, along wiih other programs in this
magazine, for $9.95. To order, contact Loadstar at 1-800-83 1-2694.
1035
DATA
20,20,20,20,20,20,20,91
1036
DATA
0D, 51, 55, 4F, 54, 45,00,43
1037
DATA
45, 59, 57, 4F, 52, 44, 00, 23
10 PRINT" [CLEAR] POKING -";
1038
DATA
20, 4F, 46, 20, 43, 48, 41, 52
20 P=49152 :REM $C000 (END AT
1039
DATA
41,43,54,45,52,53,00,55
1040
DATA
4E, 49, 44, 45, 4E, 54,49,46
49900/$C2EC)
1041
DATA
49,45,44,00,4E,4F,20,43
1042
DATA
48, 45, 43,46,53, 55,40,00
30 READ A$:IF A$="END"THEN 110
1043
DATA
C8,B1,7A,D0,FB,84,FD,C0
40 L=ASC{MID$(AS,2,1) )
1044
DATA
09, 10, 03, 4C, 84, CI, 88, 88
50 H=ASCtMID$(A$,l,l) )
1045
DATA
88,88,88,B1,7A,C9,27,D0
1046
DATA
13,A9,00,91,7A,C8,A2,00
60 L=L-48:IF L>9 THEN L=L-7
1047
DATA
B1,7A,9D,3C,03,C8,E8,E0
70 H=H-48:IF H>9 THEN H=H-7
1048
DATA
04,D0,F5,60,A9,04,4C,CA
104 9
DATA
C0,A0, 00, 89,00,02,99, 40
80 PRINT" [HOME, RIGHT12] "P;
1050
DATA
03,F0,F0,C8,D0,F5,A0,00
90 IF H>15 OR L>15 THEN PRINT
1051
DATA
B9,40,03,F0,E6,99,00,02
1052
DATA
C8,D0,F5,20,96,C1,4C,12
:PRINT"DATA ERROR IK LINE";
f ^— ^p J ^ i-r J ^m A* jr ^- v« ^ i-r ^ g «f ^,^ ^ ^^ ^^
1053
DATA
C2,A0,09,A9,00,99,03,C0
1000+INT( (P-49152)/8) :STOP
1054
DATA
r f r g f f ^^ ^^ w ^^ ^^
8D,3C,03,88,10,F7,A9,80
100 B=H*16+L:P0KE P,B:T=T+B:P=P+1
1055
DATA
85, 02, A0, 00, 20, 58, CI, 20
:GOTO 30
1056
DATA
89,C1,20,ED,C1,E6,7A,E6
1057
DATA
7B,20,7C,A5,A0,00,20,80
110 IF TO86200 THEN PRINT
1058
DATA
C0,F0,D0,24,02,F0,06,4C
:PRINT"MISTAKE IN DATA — > CHECK
1059
DATA
A8,C0,4C,CE,C1,C9,22,D0
1060
DATA
06,20,8D,C0,4C,CE,C1,20
DATA STATEMENTS" :END
1061
DATA
BA,C0,4C,CE,C1,A0,00,B9
120 PRINT"DONE":END
1062
DATA
00,02,20,7 4,C0,C8,90,0A
1063
DATA
18,6D,07,C0,8D,07,C0,4C
1000 DATA 4C, IF, C0, 00, 00, 00, 00, 00
1001 DATA 00,00,00,00,00,00,00,21
1064
DATA
EP,C1,88,A2,00,B9,00,02
1002 DATA C1,27,C1,2P,C1,3F,C1,4C
1065
DATA
9D,00,02,F0,04,E8,C8,O0
1003 DATA C1,EA,EA,EA,4C,54,C0,A2
1066
DATA
F4, 60, 18, AD, 09, C0, 6 9, 41
1004 DATA 05,BD,19,C0,95,73,CA,10
1067
DATA
8D,09,C0,38,AD,0A,C0,E9
1005 DATA F8, 60, 60, A0, 03,89,00,02
1068
DATA
19,90,06,8D,0A,C0,4C,1C
1006 DATA D9,04,C1,D0,F5,88,10,F5
1069
DATA
C2,AD,0A,C0,69,41,8D,0A
1007 DATA A0,05,B9,A2,E3,99,73,00
1070
DATA
C0, AD, 03, €0,60,0 5, C0, 48
1008 DATA 88,10,F7,A9,00,8D,18,D4
1071
DATA
AD,04,C0,6D,06,C0,8D,0C
1009 DATA 4C,EF,C0,E6,7A,D0,02,E6
1072
DATA
C0,68,6D,08,C0,8D,0B,C0
1010 DATA 7B,4C,79,00,A5,9D,F0,F3
1073
DATA
AD,0C,C0,6D,07,C0,8D,0C
1011 DATA A5,7A,C9,FF,D0,ED,A5,7B
1074
DATA
C0,3a,E9,19,90,06,8D,0C
1012 DATA C9,01,D0,E7,20,2B,C0,AD
1075
DATA
C0,4C,52,C2,AD,0C,C0,69
1013 DATA 00,02,20,74,C0,90,DC,A0
1076
DATA
41,8D,0C,C0,AD,0B,C0,E9
1014 DATA 00,4C,A9,C1,C9,30,30,06
1077
DATA
19,90,06,8D,0B,C0,4C,67
1015 DATA C9,3A,10,02,38,60,18,60
1078
DATA
C2,AD,0B,C0,69,41,8D,0B
1016 DATA C8,B1,7A,C9, 20, D0, 03,08
1079
DATA
C0,A0,01,AD,09,C0,CD,3C
1017 DATA D0,F7,B1,7A,60,18,C8,B1
1080
DATA
03,D0,20,C8,AD,0A,C0,CD
1018 DATA 7A,F0,37,C9,22,F0,F5,6D
1081
DATA
3D,03,D0,17,C8 ,AD,0B,C0
1019 DATA 03,C0,8D,03,C0,AD,04,C0
1082
DATA
CD, 3E, 03,00 ,0E,AD, 0C,C0
1020 DATA 69,00,8D,04,C0,4C,8E,C0
1083
DATA
CD,3F,03,D0,06,20,CC,C2
1021 DATA 18,6D,05,C0,8D,05,C0,90
1022 DATA 03,EE,06,C0,EE,09,C0;4C
1084
DATA
4C,4B,C0,93,48,68,4C,CA
1023 DATA CE,C1,18,6D,08,C0,8D,08
1085
DATA
C0,A9,20,8D,00,D4,8D,01
1024 DATA C0,90,03,EE,07,C0,EE,0A
1086
DATA
D4,A9,09,8D,05,D4,A9,0F
1025 DATA C0,60,0A,A8,B9,0F,C0,85
1087
DATA
8O,18,D4,60,20,A9,C2,A9
1026 DATA FB,B9,10,C0,85,FC,A0,00
1088
DATA
81,20,DF,C2,A9,80,20,DF
1027 DATA A9,12,20,D2,FF,B1,FB,F0
1089
DATA
C2,4C,D9,C2,20,A9,C2,A9
1028 DATA 05,20,D2,FF,C8,D0,F6,20
1090
DATA
11,20,OF,C2,A9,10,20,DF
1029 DATA BC,C2,20,E4,FF,F0,FB,A0
1091
DATA
C2,A9,00,8O,04,D4,60,8D
1030 DATA 18,B9,08,C1,20,D2,FF,83
1092
DATA
04,D4,A2,70,A0,00,88,D0
1031 DATA 10, F7, 68, 68, A9, 00,80,00
1093
DATA
FD,CA,D0,FA,60,END
1032 DATA 02,4C,74,A4,4B,49,4C,4C
(fN.a)
134 DECEMBER 1987
iagazine Entry Program — 128
5 TRAP 200
10 PRINT" [CLEARl POKING -" ;
20 P=4864 :REM $1300 (END AT
5545/$15A9)
30 READ AS: IF A$="END"THEN 110
80 PRINT" [HOME, RIGHT12] "P;
100 B=DEC(A$) :POKE P,B: T=T+B : P=P+1
:GOTO 30
110 IF T059382 THEN PRINT
:PRINT"MISTAKE IN DATA — > CHECK
DATA STATEMENTS": END
1000 DATA 4C,1E,13,4C,3A,13,00,00
^001 DATA 8E, 00, F7, 00, 42, 41, 51, 57
'■1002 DATA 0D, 00, 00,43,08, 14, 0E, 14
1003 DATA 16, 14, 26, 14, 33, 14, A9, 00
1004 DATA 8D, 00, FF, AD, 04, 03,80,12
1005 DATA 13, AD, 05, 03, 8D, 13, 13, A2
1006 DATA 4A,A0, 13, 8E, 04, 03,80,05
1007 DATA 03, 60, AD, 12, 13, 80,04,03
1008 DATA AD, 13, 13,80,05, 03,60,60
1009 DATA 12,13,A5,7F,D0,F9,AD,00
1010 DATA 02,20,5B,13,90,F1,A0,00
1011 DATA 4C,6F,14,C9,30,30,06,C9
1012 DATA 3A, 10, 02, 38, 60, 18, 60, 08
1013 DATA Bl, 3D, 09, 20, 00,03,08,00
1014 DATA F7,B1,3D,60,18,C8,B1,3D
1015 DATA F0,35,C9,22,F0,F5,6D,06
1016 DATA 13, 80,06,13, AD, 07, 13, 69
1017 DATA 00,80,07,13,40,75,13,18
1018 DATA 60,08,13,80,08,13,90,03
1019 DATA EE,09,13,EE,0O,13,60,18
1020 DATA 6D,0B,13,8D,0B,13,90,03
1021 DATA EE,0A,13,EE,0D,13,60,0A
1022 DATA A8,B9,14,13,85,FB,B9,15
1023 DATA 13,85,FC,A0,00,8C,00,FF
1024 DATA A9,12,20,O2,FF,B1,FB,F0
1025 DATA 06, 20, 02, FF, 08, 00, F6, 20
1026 DATA 79,15,20,A3,15,20,E4,FF
1027 DATA F0,FB,A0,1B,B9,EF,13,20
1028 DATA D2,FF,88,10,F7,68,68,A9
1029 DATA 00,80,00, 02,40,67, 40,91
1030 DATA 91,00,20,20,20,20,20,20
1031 DATA 20,20,20,20,20,20,20,20
1032 DATA 20,20,20,20,20,20,91,00
1033 DATA 51, 55, 4F, 54, 45, 00, 4B, 45
1034 DATA 59, 57, 4F, 52, 44, 00, 23, 20
1035 DATA 4F, 46,20, 43, 48, 41, 52, 41
1036 DATA 43, 54, 45, 52, 53, 00, 55, 4E
1037 DATA 49, 44, 45, 4E, 54, 49, 46, 49
1038
DATA
1039
DATA
1040
DATA
1041
DATA
1042
DATA
1043
DATA
1044
DATA
1045
DATA
1046
DATA
1047
DATA
1048
DATA
1049
DATA
1050
DATA
1051
DATA
1052
DATA
1053
DATA
1054
DATA
1055
DATA
1056
DATA
1057
DATA
1058
DATA
1059
DATA
1060
DATA
1061
DATA
1062
DATA
1063
DATA
1064
DATA
1065
DATA
1066
DATA
1067
DATA
1068
DATA
1069
DATA
1070
DATA
1071
DATA
1072
DATA
1073
DATA
1074
DATA
1075
DATA
1076
DATA
1077
DATA
1078
DATA
1079
DATA
1080
DATA
1081
DATA
1082
DATA
1083
DATA
1084
DATA
1085
DATA
45,44,00,4E,4F,20,43,48
45, 43, 4B, 53, 55, 40, 00, 08
Bl, 3D, 00, FB, 98, 30, 04, 09
06, 30, IE, 88, 88, 88, 88, 88
B1,3D,C9,27,D0,13,A9,00
91,3D,C8,A2,00,B1,3O,9O
00,0B,C8,E8,E0,04,D0,F5
60, 40, 50, 15, 40, 05, 14, A0
09, A9, 00, 99, 06, 13,80,00
0B,88,10,F7,A9,80,85,FD
A0,00,20,3F,14,20,AE,14
20,0O,4 3,8 4,FA,A0,FF,20
67,13,F0,D8,24,FO,F0,06
20,8F,13,4C,8F,14,C9,22
00, 05, 20, 74, 13, 40, 8F, 14
20,9F,13,4C,8F,14,A0,00
B9, 00, 02, 20, 5B, 13, 08, 90
0A,18,6D,0A,13,8D,0A,13
4C,B0,14,8 8,60,18,AO,0C
13, 69, 41, 80,00,13, 38, AD
00, 13, E9, 19, 90, 06,80,00
13, 40, OF, 14, AD, 00,13,69
41,80,00,13, AD, 06,13,60
08, 13, 48, AD, 07, 13, 60, 09
13,8O,0F,13,6 8,6D,0B,13
8D,0E,13,AD,0F,13,6O,0A
13, 80, 0F, 13, 3 8, E9, 19, 90
06, 80, 0F, 13, 40, 05,1 5, AO
0F, 13, 69, 41, 80, 0F, 13, AD
0E,13,E9,19,90,06,8D,0E
13,4O,1A,15,AO,0E,13,69
41,8O,0E,13,A0,01,AD,0O
13, OD, 00, 0B, 00, 20, 08, AD
0D, 13, 00, 01, 0B, 00, 17,08
AD,0E,13,CD,02,0B,D0,0E
AO,0F,13,OO,03,0B,D0,06
20, 8 9, 15, A4, FA, 60, 98, 48
68,4C,AP,13,A9,04,4C,AF
13,A9,00,8D,00,FF,A9,20
8D,00,D4,8O,01,D4,A9,09
8D,0 5,D4,A9,0F,8O,18,O4
60, 20, 61, 15, A9, 81, 20, 90
15, A9, 8 0,20, 90, 15, 40, 96
15, 20, 61, 15, A9, 11, 20, 90
15, A9, 10, 20, 90, 15, A9, 00
8D,04,D4,60,8D,04,D4,A2
70,A0,00,88,D0,FO,CA,D0
FA, 60, END
'miD
COMMODORE M«3AZINE 135
128 Users Only '128 Mode-
tContimmi frnm pi<. 64
4140
4200
4210
4220
4225
4227
4230
4235
4240
4245
4250
4255
4260
4265
RETURN 'BAQB
SLOW: PRINT" [H0ME2 , CLEAR, RVS , BLUE]
[SHFT H] [BLACK) =[SHFT H]
ITTERS' STATS [SPACE2, BLUE]
[SHFT I] [BLACK]= [SHFT P]
ITCHERS' STATS "'CCSO
PRINT "[RVS, BLUE] [SHFT P]
[BLACK] = [SHFT P] RINTER [SPACE9 ,
BLUE] [SHFT X] [ BLACK] = [SHFT E]
XIT[SPACE12] "ET$'BDSL
DOiGET KEY A$:IF A$="X"THEN
EXIT'HGLG
F=3:A=0:IF A$="P"THEN F=4
:A=20'HOXN
OPEN 4,F,7'BFRI
IF A$="P"THEN GOSUB 4260:PRINT#4
IGOSUB 4265:GOTO 4250'HSFJ
PRINT" [CLEAR, D0WN3 , RVS] "; ' BBWH
IF A$ = "H"'i-HEN GOSUB 4260 'EGJF
IF A$="I"THEN GOSUB 4265' EGPK
CLOSE 4:L00P'CCYE
PRINT" [H0ME2, CLEAR] " :GRAPHIC GM
: RETURN 'DEXL
PRINT#4,TAB(A) "-[SHFT P] LAYER
[SPACE?, SHFT A, SHFT B,SPACE3,
SHFT H,SPACE4,SHFT B2, SPACES,
SHFT H,SHFT R , SPACE4 , SHFT A] VE
[SPACE2] ":FOR T=l TO B
:PRINT#4,TAB(A)aS$(0,T) ;
:PRI-NT#4,USING" .###";EB(-T) :NEXT
: RETURN 'LISF
PRINT#4,TAB(A) "- [SHFT PJLAYER
[SPACE7,SHFT I, SHFT P,SPACE3,
SHFT H,SPACE4,SHFT S,SHFT 0,
SPACE3,SHFT B2 , SPACE4 , SHFT E,
SHFT R,SHFT A,SPACE2]"
FOR T=C TO 1 STEP-1
PRINT#4,TAB(A)BSS(1,T) ;
PRINT#4,USING"#.##";EA(T)
RETURN 'NJWN
NEXT
END
File Converter
10 E$=CHR§ (27) :DIM X§(500)'DOOB
20 PRINT" [CLEAR] " : DIRECTORY"BB. *" ' CBCB
30 PRINT" [HOME, DOWN] " : A$= "BB . " ' CDTB
40 DO UNTIL LEFTS (A$,3)<>"BB."
: PRINT E$"K[LEFT3,SPACE31"E$"J";
'GMQK
50 POKE 208,1:POKE 842,13'CMPE
60 INPUT A$:GOSUB 100'CGPE
70 LOOP'BAKD
80 PRINT" [CLEAR, BELL, SHFT D]ONE!"*BAEG
90 END'BACF
100 D0PEN#2, (AS) :C=0'CLKX
110 D0:C=C+1:INPUT#2,XS(C) 'EMYB
120 LOOP UNTIL X$(C)="EOF"'DFJB
13 0 DCLOSE'BBNY
140 SCRATCH(A$) :D0PEN#2, (A$) ,W'CPQD
150 FOR T=l TO C STEP 7 : PRINT#2 , X$ (T)
:PRINT#2,X$(T+1) 'HVBI
160 FOR 1=2 TO 6:PRINT#2,X$(T+I)
:PRINT#2,STR$(0) :NEXT:NEXT'JUJK
17 0 DCLOSE: RETURN 'CCMD „_
iND
Advertiser
Render
Response
NO.
Pogs
No.
Abacus Software
1
47
Acorn ot Indiana
2
122
Action Solt
3
28,29
Activision
4
13,36,59
Avalon Hill Game Co
5
n
Berkeley Softworks
6
14,15.50,51
Briwoll
7
105
Cheatsheel Products
8
126
Connmodore Business Mactiines
*
61,81,95,101
ConnpuServe
9
27
Computer Direct (Ptotecto)
10 128.129,130,131
Cosmi
11
31
Co vox
12
127
Mo East USA
13
17,49
Electronic Arts
14
C2,2
Electronic One
15
107
Elmwood Software
16
99
Epyx
17
23,53
FirebifO Licensees
18
41
Free Spirit Sottwore
19
120
Gold Disk
20
63
H & P Computer
21
113
InConTrol
22
91
Infocom
23
43
Ketek
24
93
LonceHaftner Games
25
125
Loadstar
26
37
Micro Illusions
27
5
Micro League Sports Association
28
39
Micron Tectinology
29
87
MicfoProse
30
19,55
Microsoti Press
31
103
Midwest Sottwore
32
124
Montgomery Grant
33
109
Nolionwide Computer Industries
34
124
Origin Systems
35
C3
Potecfi Software
36
97
Preowned Electronics
37
116
Pro-Tecti-Tronics
38
117
Protessional Software
39
1
Psygnosis
40
35
Ouontum Computer Services
41
32,33
R.J. BracMmon
42
127
S&SWtiolesaiers
43
56,57,111,123
1 Spectrum Holobyte
44
45
Strategic Simulations
45
C4
SubLogic Corporation
46
25
T.R, Software
47
122
Tevex
48
89
Timeworks
49
20,21
Tussey Computer Products
50
6,7
Uptime Magazine
51
9
Xetec
52
119
•No Reoder Response Number given at Advertiser's Request.
L36 DECEMBER 1987
The wait is overl^
but the excitement
has just beguni^^
More than two years in the making, Warriors
of Destiny sets the new standard foj role-
playing games. No other game can Q||r!^ ^,
you as beautifully detailed a world -^ ^
or as exciting an adventure.
Ultima V is the game for all
role-playing gamers: Warriors
of Destiny will enchant the
novice and challenge the expert
Highlight*; of I UimaV
• Powerful new combat and magic ^ ,
systems, increasing in sophistication
as your skill increases.
• Over twice the graphic detail, anima-
tion and sound effects of earlier games.
• Hundreds of truly life-like people who <an
carry on complex conversations •■***
and interactions - -
with yof •
^^=55^
■:''Sy^^^^^'-
t^M5^
^
vTC
^art^
mi
^f> ,
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AFTER WE^VE WON
FOUR OF THE MOST
PRESTIGIOUS AWARDS
A WARGAME CAN WIN,
WHAT CAN WE DO
FOR AN ENCORE? ' ^^
We were understandably proud when GETTYSBURG: The
Turning Point" won not one, but four prestigious awards:
■ Origins' Charles Roberts Award, Best Military/Strategy
Computer Game. IM Compuxer Gaming World's Strategy Game
of the Year. & Family Compuiing's Critics' Choice Award,
Best Strategy and Tactics Game. ■ Fire & Mof etnent's Computer
Wargame of the Year.
So what can SSI do for an encore?
Our game designers went back to the drawing board and took on
the daunting task of making an even better game system.
The result of all the hard work; SH/LOH: Grant's Trial in the WesC
This superb simulation includes three games to satisfy all Civil War fans.
The Introductory Game featutes joystick control to make playing even easier
for the beginner. The Intermediate and Advanced Games, with theit progres
sively more complex rules, will challenge even the most hardcore of wargamers.
We then lowered the price to please everyone's pocketbook.
Refinemenrs in the game system include the ability during play t
between an overall strategic display and a super-detailed tactical map.
morale rules for "green," untried troops have also been added.
In judging our handiwork, we are convinced SHILOH will soon
claim its own space in our
trophy case.
Look for all our Civil War
titles at your local computet/
software or game store today.
All SSI games carry a "M-day
satis/action or your money hack"
guarantee. Write or call for a
free color catalog of our full line.
STRATEGIC SIMULATIONS,
1046 N.Rengstorff Avenue
Mountain View, CA 94043
(415) 964-1353
Our four Civil War titles for Apple, IBM, C-64/I28 and Atari 8-bit computers.
BATTLE OF
^'IIETA.M
$49.95
$59.95
$49.95
If there are no convenient stores near you, VISA and MC holders Can order these games by
calling toll'free 800'443»0I00, jt33S. Or send your check to SSI. CA residents, add appli
cable sales tax. Please specify computer format and add $2.00 for shipping and handling.